Wednesday, October 7, 2015

Another Doomsday That Wasn't...

Damn it. It looks like we're going to have to pay our bills and visit with the in-laws this weekend after all. Another end-of-the-world prophesy has failed to come to pass. (The latest one was April 23, 2018.)



This post was originally made in response to a failed End of the World prediction a group called the eBible Fellowship. Their founder, Chris McCann, claimed the world would be anniahlated on October 7, 2015--a date he came up with after the world didn't end on his previously predicted doomsday in May of 2011. You can read all about him here.

Although my disappointment in still having to figure out where to get them money to pay my bills is threatening to throw me into a deep depression, I will instead return to pounding my keyboard and designing game material and writing fiction. The first item in this renewed existence is a d20 System feat celebrating the powers of Chris McCann and his fellow doomsday prophets (profiteers?).

The text in this post is presented under the Open Game License, and it may be reproduced within its terms. Copyright 2015 by Steve Miller.

The Doomsday Prophet feat is suitable for just about any RPG using the d20 System as its foundation. The reference to a Wealth bonus is a d20 Modern specific mechanic. It can be ignored or  replaced with whatever mechanism that exists to grant characters bonuses to treasure earned.


DOOMSDAY PROPHET [Bard, Cleric, Dedicated Hero, Charismatic Hero]
You regularly predict the end of the world... and you continue to be taken seriously when it doesn't come.
   Prerequisite: Cha 15, Do As I Say, Not As I Do feat.
   Benefit: +6 to all Bluff and Diplomacy checks. Make a doomsday prediction (Bluff check DC 18). If successful, your Wealth bonus increases by +2 until the Date of Doom arrives. The date must be within one year of the day you make the prediction.
   If the world doesn't end, make another Bluff check (DC22) to revise your prediction and give satisfactory reasons for why you were wrong the first time. Your Wealth bonus remains if the second check is successful. When the new date arrives, you can roll another Bluff check to revise the date yet again. If the check fails, you lose the Wealth bonus.
   You can only make a completely new Doomsday Prediction every 12 months minus your Charisma bonus.
   Special: Whenever you make a Doomsday Prediction that fails to come to pass, the bonus provided by this feat is reduced by one point. When the bonus is reduced to 0, this feat is replaced with the Deceptive feat.

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Tuesday, September 29, 2015

Disembodied 2: Talents and Feats for the character who won't call It quits

A couple months ago, I posted a different sort of approach to handling player character (or even major NPC) deaths with the Disembodied Template. This post expands on that concept with a talent tree and feats. (Finally.)

As with the previous post in this series, all text is presented under the Open Game License and may be reproduced under the terms detailed in it. Copyright Steve Miller 2015.

DISEMBODIED TALENTS AND FEATS
As previously mentioned, Disembodied characters continue to earn XP and gain levels. As such, they may gain new talents, and they certainly gain new feats. Here are some talents available only to the Disembodied, as well as feats they may choose from.


THE DISEMBODIED TALENT TREE
Characters with the Disembodied template may select one of these talents in place of any provided by their class when they gain a level.

Affect Electronics and Electrical Devices: With a full round action and a successful Will save (DC12), you can cause an electrical appliance or electronic devices to turn off or malfunction--such as give strange readings, emit bursts of static and so on--or you can cause electrical lights in a room to dim or switch off. You can continue to effect the device until you choose not to. You may perform other simple actions, such as moving about, while controlling the device.
Prerequisite: Disembodied Template

Solid Form: With a successful Will save (DC22), you can cause yourself to manifest a physical form that roughly resembles your original body. You may also manifest a solid form that doesn't appear like you did in life, but it is more difficult. With a Will save of DC24, you may appear different enough that those who knew you in life won't recognize you, but you are still the same sex and race that you were originally. With a DC25, you may change everything about your apperance. With a DC28, you appear like specific person or creature, although those personally familiar with what you are imitating receive Spot checks (DC12) to realize something isn't "quite right."
You have all the same ability scores you had in life, and once again have access to all the skills and feats you once possessed, no matter what form you adopt. Anything that effects living, corporeal beings now effects you, except for Mind-Affecting spells and spell-like abilities. You only have 13 hit points, however, and your form will dissolve into a fine mist that quickly disperses if you are reduced to 0 hit points.
You can cause your solid form do dissolve voluntarily with a full-round action. You may attempt to assume a different solid form after a number of rounds equal to your Wisdom bonus have passed.
If you attempt to manifest a solid form and fail, of if your solid form is destroyed, as opposed to you voluntarily dispersed, you cannot attempt to manifest another solid form for a number of days equal to your Intelligence bonus subtracted from 20.
Note: When you are in a solid form, you cannot use any of the talents or abilities gained from the Disembodied template. You are, essentially, a mortal, living being once again.
Prerequisite; Disemboided Template, Telekinesis Minor Power Feat

Speed of Thought: With a full round action and a sucessful Will save (DC18), you can instantly transport yourself to the location of someone you have previously met. The Will save is made with a +4 bonus if it's someone you have an emotional attachment to.
Prerequisite: Disembodied Template

DISEMBODIED FEATS
Here are a list of feats from the OGL d20 Modern SRD that characters may choose whenever they gain a feat, or in place of a bonus feat provided by class advancement. They are considered part of the Disembodied feat group.

Alertness, Animal Affinity, Attentive, Cautious, Confident, Creative, Deceptive, Educated, Focused, Gearhead, Guide, Iron Will, Meticulous, Nimble, Studious, Track, Trustworthy
.
NEW FEAT
The following feat is part of NUELOW's evolving d20 Superpowers system (featured in many of our rpg/comics hybrid books, and posts on this blog). It gives access to the Telekinesis talent tree, but it is also part of the Disembodied feat group.

Telekinesis [Disembodied, Minor Power]
You move objects with nothing but the power of your mind and the force of your will.
Benefit: You may move or manipulate objects that you would be able to carry or handle with one hand. The difficulty depends on the action you wish to perform, and the weight of the object.
To use Telekinesis, you focus on the object or creature you wish to effect and roll a Will save with a base DC8.
Objects and creatures can be moved horizontally or vertically, at a speed of up to 10 feet per round. Objects and creatures can be hurled at targets, but this is one of several factors that
The following cumulative modifiers apply, depending on what you are attempting to do. (These are just sample actions.)

+2: Objects weighing between 0.5 and 5 pounds
+4: Objects weighing between 5 and 10 pounds
+8: Objects weighing between 10 and 15 pounds
+12: Objects weighing between 15 and 20 pounds
+20: Objects weighing between 20 and 25 pounds
+2: Turn a switch on and off, turn a key in a lock, write a short message in sloppy penmanship
+4: Accurately press more than two keys or buttons in a round, insert a key in a lock
+8: Type a message at 15 words per minute, write a message in your handwriting
+12: Operate a complex piece of equipment (+24 if it usually requires two hands)
+2: If the object is out of your physical reach
+4: If the object is 5-10 feet away
+8: If the object is 10-15 feet away
+16: If the object is 15-20 feet away
+24: If the object is 20-25 feet away
+32: If the object is more than 25 feet away, but within clear line of sight (with the naked eye).
+40: If the object is at all obscured or so distant it's hard to see with the naked eye.
+2: Throwing an object at a target to deal 1d3 points of damage (also requires attack roll)
+4: Throwing an object at a target to deal 1d6 points of damage (also requires attack roll)
+8: Throwing an object at a target to deal 2d6+1 points of damage (also requires attack roll)
+12: Throwing an object at a target to deal 2d8+2  points of damage (also requires attack roll)
+16: Throwing an object at a target to deal 3d8+4 points of damage (also requires attack roll)

When launching an object at a target, the range increment is 5xWis bonus. The hurled object or creature suffers half the amount of damage as the target upon impact (round up). If the attack is unsuccessful, damage is still rolled and applied to the object or creature thrown.
Unwilling living targets of as successful Telekinesis use  receive Will saves (DC10+Your Wis bonus) to resist.
If the power is to be maintained, a new check must be rolled every round, with adjustments made to modifiers as needed, such as if you are levitating an object away from your location.

Monday, September 28, 2015

Feats for the Immortals

Among the benefits granted to characters with the Immortal template is access to the Immortal group of feats. These feats may be selected whenever the character gains a feat, or in place of specified bonus feats. The character must still meet any other prerequisites in the feat's description.



The text in this post is released under the Open Game License, and it may be reproduced in accordance with its terms. Copyright Steve Miller 2015.

EXISTING FEATS INCLUDED IN THE IMMORTAL GROUP
Details on the following feats can be found in the SRD for OGL Modern (and many other d20 System games), They are part of the Immortal group. If a character possesses any of these feats before entering the Pool of All, they are considered to belong to the Immortal group for the purpose of the It's Never Over and Time for a Change feats.

Acrobatics, Aircraft Operation, Alertness, Animal Affinity, Athletic, Attentive, Cautious, Confident, Creative, Deceptive, Defensive Martial Arts, Dodge, Educated, Focused, Gearhead, Guide, Iron Will, Low Profile, Medical Expert, Meticulous, Nimble, No Profile, Quickdraw, Run, Stealthy, Studious, Surface Vehicle Operation, Track, Trustworthy, Vehicle Expert, Weapons Focus, Windfall.

In addition, these feats previously presented on the NUELOW Games blog here and here are part of the Immortal group.

NEW FEATS
It's Never Over [Immortal]
Prerequisite: Immortal Template
Benefit: You gain 1d4+2 additional lives when this feat is chosen.
Special: Whenever your character is going through the recreation process, you may select any single [Immortal] feat and replace it with this one. If the selected feat was a prerequisite for other feats, you no longer gain the benefits of those feats until you have again possess the prerequisite.

Predictable Recreation [Immortal]
Prerequisite: Immortal Template
Benefit: As the character is going through the recreation process after death, you may specify whether or not the ability scores, the character's sex, general physical appearance, age, alignment (in games that use such rules) is impacted. You do not roll on the random table to see how that aspect of the character is effected, but instead choose a specific result, or to let that part of the character remain unchanged.
Special: This feat may be selected up to five times. The player identifies a specific character aspect to remain unchanged during the recreation process.

Time for a Change [Immortal]
Prerequisite: It's Never Over
Benefit: When this feat is chosen, immediately gain a bonus feat from the Immortal group.
Special: When your character goes through the recreation process, you may switch any feat from the Immortal group either for 5 skill points or for any other feat for which your your character meets the prerequisites, If the feat switched was a prerequisite for other feats, those benefits are lost until the prerequisite is replaced. Alternately, you may take up to five skill points from a particular skill and assign them to other skills. (This step takes place at the very end of the recreation process.)


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The content of this post has been revised and combined with additional material in the NUELOW Games product Secrets of the Immortals. If you what you found here, consider buying a copy, as it will encourage us to create more.

For OGL d20 System Games: The Pool of All

There are those among us who are virtual Immortals. They age slowly, and when they die--no matter what the circumstances--they are nearly instantly recreated in a new body. This post reveals where these men and women come from.

The text in this post is released under the Open Game License, and it may be reproduced in accordance with its terms. Copyright Steve Miller 2015.

THE POOL OF ALL
Located deep within the Halls of the Immortals--at a point that its Guardians claim is the exact center of Reality--this perfectly circular, 10-foot radius pool is filled with a swirling liquid that glows brightly with everchanging and bright colors. It is surrounded by a marble lip, with three steps leading up on the outside, and steps leading down and vanishing beneath the surface on the other.

Individuals deemed worthy, or those who fight their way here against the wishes of the Guardians, can submerge themselves in the pool. If they survive entering the strange and turbulent waters, they emerged, reborn and recreated, as one of the Immortals.



The Mechanics of the Pool of All
As the person enters the Pool of All, his or her body begins to tingle and a strange sense of dread forms in the back of his or her mind--a sense that continuing on will result in certain death. A Will save (DC15) is required to continue--and a failed save means the character leaps from the pool in panic and may not attempt to enter it again before he or she has gained a level.

Once the individual is fully submerged, all is quiet for a round. Then, a blinding burst of white light shoots upward from the pool. Moments later, a form bobs to the surface--the person who entered the pool, now recreated and reborn as one of the Immortals.

The character who entered the pool has gained the Immortal Template and has been recreated. Whatever gear or clothes he or she was wearing are gone forever, and he or she is a different person than before. Rolls should be made on the Recreation Tables to see how different the character is in this first of his or her many new lives. (See this post for details.)

Immortals and the Pool of All
Characters who already have the Immortal template and enter the Pool of All must roll a Fort save (DC22) in addition to the Will save mentioned above. If the Fort save is successful, they go through the transformation process and gain 2d6+1 lives. If the Fort save fails, the character emerges from the pool hideously scarred and crippled. Strength, Dexterity, and Constitution scores are all reduced by half their values before the character entered the pool (round down). The character is reduced to a single life, no matter how many he or she had before entering the pool.

The only way to undo this horrible fate is for the character to either gain more lives through the It's Never Over feat, and then die and be recreated, or to test their luck with the Pool of All again.  If any of the character's attributes are reduced to Zero, he or she is absorbed by the poor, dying a final and eternal death. No even a wish spell or the power of a god can restore the character to life.

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The content of this post has been revised and combined with additional material in Secrets of the Immortals. If you enjoyed the material here, consider buying a copy, as it will encourage us to create more.

OGL d20 System Template: The Immortal

This template is for characters who seem immortal. Not only do they age very, very slowly, but whenever they die, they are almost instantly recreated--transformed in death--and can continue on into a new life. While these characters may still eventually come to an end of their existence, their enemies will have to work very hard to bring that end about.

The text in this post is released under the Open Game License and may be reproduced within the terms described in it. Copyright Steve Miller 2015.

IMMORTAL TEMPLATE
To acquire this template, the character must submerge him- or herself (or be submerged) in the Pool of All.
Size and Type: Unchanged. However, creatures of the Undead or Outsider types may not take this template, nor may any beings that are mechanical or otherwise artificial in nature. Only mortal beings from the Prime Material Plane can take this template.
Hit Dice: As base creature.
Speed: As base creature
Armor Class/Defense Rating: As base creature.
Attack/Full Attack Bonus; As base creature.
Special Attacks/Special Defense: As base creature, plus the following:
*The character gains 2d6+1 lives (the GM secretly records this number and keeps track of them). Whenever the character reaches -10 hit points, an automatic process begins that recreates him or her, in body and spirit. For details, see "The Recreation Process" below.
*The character ages very slowly, with 100 years passing before the character ages the equivalent of one year.
*+6 to all saving throws to resist level draining, attribute draining, and aging attacks, spells, and spell-like effects and special abilities.
Abilities: As base creature, but subject to change, as described under "The Recreation Process."
Skills: All skills are retained, and may be improved in accordance with class and level advancement.
Feats and Talent Trees: Unchanged, but the character gains access to the Immortal feats and may select from that list whenever he or she gains a feat or bonus feat. See "Immortal Feats" below.
Terrain: Same as base creature, although many Immortals tend to travel to the most distant corners of the universe, in search of new horizons and experiences.
Organization/Allegiance: Solitary/Same as base creature, and other Immortals. Many Immortals who have been around for centuries also sometimes take to traveling with non-immortals to keep themselves humble and reminded of what they once were.
Challenge Rating; Same as base creature +1
Advancement: By character class.

All versions of Aspen Lee together (1 and 2 are in the center, 8 is behind the camera).
Time travel: It's the latest government secret (in 2692).
[Photo by Noe Montes]

THE RECREATION PROCESS
When a character with the Immortal template falls to -10 hit points, a process that reconstitutes his or her being automatically begins.
Immediately upon reaching -10 hit points (or lower in the case of catastrophic damage), the character's body, clothes worn, and all carried equipment disintegrates with a burst of energy that deals 2d6+2 points of damage to all creatures within a 10-foot radius, An energy bubble with a 10-foot radius and centered on the place where the character's body had been forms. Creatures within the bubble who attempt to leave must roll a successful Fort save (DC12) or be stuck within it. They suffer 1d6 points of damage while pushing through the bubble if the save is successful.
If the Immortal died in an area with an environment that is lethal to him, the energy bubble moves to the nearest safe location. Any within it are ejected, even if they failed a saving throw in an attempt to exit, taking 1d6 points of damage. The bubble moves at a rate of 120 feet per round.
If the bubble does not move to a different location, 1d6 rounds following the death of the Immortal, the energy bubble collapses onto its center with a blinding flash. Any beings within the 10-foot radius suffer 2d6+2 points of damage. Any who witness the flash must roll Fort saves (DC15) or be blinded for one round.
In the wake of the flash, the immortal character has been returned to his or her physical form. He or she has been recreated--fully healed, cured of any ailments such as impaired senses, poisons or diseases, and with all equipment carried and clothes worn at the time of death likewise restored. However, the immortal isn't quite the same... the recreation process isn't perfect, and whenever the immortal undergoes it, he or she changes to a greater or lesser degree. Sometimes, it's just the color of his or her eyes that change, but more often than not, the change is so drastic that even those who have known the immortal for years will not recognize him or her. In some cases, the Immortal might not recognize them either, as his or her mind is sometimes effected by recreation process as well.

Changes to the Character as a Result of Recreation
Almost everything about a character can be impacted during Recreation, except his or her levels; even feats can be impacted under certain circumstances. To determine how the recreation process changes the Immortal, the character's player rolls the die specified on each table below and compares it to the results. The changes are then made on the character's sheet--or, ideally, the information is recorded on a new sheet entirely.

Attribute Changes
The player should roll 1d12 to determine which ability score changes, then roll the die indicated under the individual results to see to see by how much it changes.

1. Strength: Subtract 1d4 (to a minimum of 11)
2. Dexterity: Subtract 1d4 (to a minimum of 11)
3. Constitution: Subtract 1d4 (to a minimum of 11)
4. Wisdom: Subtract 1d4 (to a minimum of 11)
5. Charisma: Subtract 1d4 (to a minimum of 11)
6. No change to any ability scores.
7. Strength: Add 1d4 (to a maximum of 18)
8. Dexterity: Add 1d4 (to a maximum of 18)
9. Constitution: Add 1d4 (to a maximum of 18)
10. Wisdom: Add 1d4 (to a maximum of 18)
11. Charisma: Add 1d4 (to a maximum of 18)
12. Roll on this table twice, apply results.

If an attribute change causes the character to no longer qualify to have a particular feat, the feat may be replaced with any from the [Immortal] group, If that feat was a prerequisite for other feats possessed, those feats remain, but the character no longer gains any benefits from them until the prerequisite feat is once again acquired.

Sex Change
Roll 1d12 to see if the character's sex changes.
1-11. No change.
12. The sex changes to the opposite (male to female, or female to male)

General Physical Appearance Changes
Roll 1d12 and apply the change. Some results have sub-results that are determined by rolling 1d6.)

1. The character is 1d10% shorter (to racial minimum)
2. The character is 1d10% taller (to racial maximum)
3, The character's skin is paler (player can choose to what degree)
4. The character's physical frame becomes lankier or more willowy
5. The character's physical frame becomes more sturdy or bulkier
6. The character's facial profile changes (1. Weaker Chin, 2. Stronger Chin, 3. Bigger Nose, 4. Smaller Nose, 5. Higher Cheekbones, 6. More Pronounced Forehead)
7. The character's skin is darker (player can choose to what degree)
8. The character's race changes (GM chooses)
9. The character's eye color changes (1, Blue, 2. Green, 3. Brown, 4. Gray, 5. Violet, 6. Ice Blue.)
10.The character's hair changes (1. Curlier, 2. Straighter, 3. Streaked with White or Silver, 4. Same Color, but Darker, 5. Same Color, but Lighter, 6. Redhead)
11. Voice change (1-2. Much deeper, 3-4. Much higher, 5. Different regional accent than previously, 6. Player's choice of results)
12. Roll on this table twice, apply results.

Age Change
With Immortals, age is a relative term, since they age so much slower than other beings. To determine the impact on changes to the character's apparent physical age, use the guidelines for his or her original character race and apply any resulting changes to the physical ability scores (Intelligence and Wisdom are unaffected by this change).

1. 2d20 years older (maximum 70)
2-3. 2d10 years older (maximum 70)
4-9. No change
10-11. 2d20 years younger (minimum 14)
12. 2d10 years younger (minimum 14)

Alignment Change
For systems that use this mechanic, this table is used to determine of the character's alignment changes. Roll 1d12. If the character is not of the indicated initial alignment, there is no change.

1-2. Lawful changes to Neutral
3-4. Lawful changes to Chaotic
4-5 Neutral changes to Lawful
6-7 Neutral changes to Chaotic
8-9 Chaotic changes to Neutral
10-11. Chaotic changes to Lawful
12, Good changes to Evil.

Any class abilities, spells, or magic items that are alignment dependent are no longer usable for the character if his or her alignment becomes incompatible with them.

FEATS FOR IMMORTALS
You can find them in this post.

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The content of this post has been revised and combined with additional material in Secrets of the Immortals. If you enjoyed the material here, consider buying a copy, as it will encourage us to create more.

Friday, September 25, 2015

Funny Business: NUELOW Games introduces Professor Fiend

When choosing which comics to repackage or base ROLF! supplements around, we generally go for the obscure and neglected--the characters who haven't been thought of since they first appeared in the pages of magazines from long-gone publishers some 50 to 75 years ago.

Art by Fred Schwab
The latest character we've retrieved from the ash-heap of pop-culture history is Professor Fiend. This character was featured in an eponymous series that ran in the early issues of Fantastic Comics, published by Fox Feature Syndicate during 1939 and 1940. It relies to a large extend on nonsense humor, but at the same time is pretty dark, since it makes a running gag out of the fact that the Professor is suicidal.

The NUELOW Games comics/rpg hybrid product contains five of the original Professor Fiend tales by writer/artist Fred Schwab (working under the house name Boris Plaster). We've brought the character into the 21st century in a two-player battle scenario that's equally compatible with our ROLF! and You vs. Me rollplaying games. In addition, the book contains five feats for d20 System games that will let you bring a little Professor Fiend flavor to a genius player character (mad or otherwise),

Click here to see previews of Professor Fiend at DriveThruRPG, or to get your very own copy.

OTHER HUMOR COMICS FROM NUELOW GAMES
Art by Dave Tendlar
While the majority of our pure roleplaying game products are comedic in nature, most of the comics-related releases are not. However, Professor Fiend isn't our only comics release intended to tickle the funnybone. Here are a few others:

Ginger and Snap collects (for the first time, anywhere) the complete run of this series about a pair of fraternal twins who solve problems by cross-dressing and disguising themselves as each other. It contains a complete ROLF! battle scenario.

By Ralph Mayo
Kathy collects several teen humor stories that were collaborations between NUELOW Games favorite Ralph Mayo and the legendary artist Frank Frazetta, whom was given some of his most important breaks at the start of career by Mayo. While there are some rough patches here and there, due to Frazetta's inexperience, the energy that crackles on each page more than makes up for it, as does the sweet nature of these romantic comedy of errors tales. In addition to the comics, the book features a ROLF! battle scenario which brings Kathy together with NUELOW's mascot the Black Cat.

Art by Tony Di Preta
Sherry Flippe is another NUELOW release that brings back an obscure humor series, collecting for the first time anywhere the best it had to offer. It's a screwball spoof of detective and mystery stories that morphs into a send-up of movie making and celebrity culture as it evolves. In addition to the classic comics, it features an RPG scenario that can be played either with ROLF! or Lester Smith's D6xD6 Core Roleplaying Game.


Tuesday, September 22, 2015

Feats for Worldly Characters

These feats for d20 System games are released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2015.

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.
   Special: This feat can be selected as a bonus feat by Clerics (D&D), Charismatic Heroes (d20 Modern) and Dedicated Heroes (d20 Modern).
 
Experienced
This isn't your first rodeo.
   Prerequisite: 5th level
   Benefit: +2 bonus to all Bluff, Sense Motive, and Spot checks,

Jaded
You are confident that you've seen it all. Twice.
   Prerequisite: 10th level, Experienced
   Benefit: +2 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them.

No More F**ks to Give
You've had it with their shit.
   Prerequisite: 15th level, Jaded
   Benefit: +4 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them. +4 bonus to Intimidate skill checks. +2 bonus to base AC/Defense Rating. +1 to all Initiative rolls.

Grand Moff Tarkin: He had ALL these feats.
If you found this material amusing, interesting, or even useful, you should check out the Modern Basics series of products from NUELOW Games. Click here to see a selection.