Monday, October 19, 2015

NUELOW Games offers the world an apology

We're sure you've all heard about the flying city that appeared in the sky over China. It looked like this:



There have been all sorts off theories posited regarding what that is. Some say it was a Fata Morgana. Others say a dimensional portal opened, and we got a glimpse into an alternate reality. Yet others say that China was experimenting with highly advanced laser holographic projection technology, or that they've created a flying city using anti-grav technology.

The Sorceress of Zoom.
Portrait by Bradley K. McDevitt
All of those theories are wrong.

The truth is that what everyone saw was the City of Zoom, the dimension-traveling home of the Sorceress. And we apologize for the panic and confusion it caused.

NUELOW head-honcho Steve Miller was discussing with the Sorceress what to include in the third volume of our Sorceress of Zoom series. During that conversation, Miller was munching on one of those black Halloween burgers from Burger King. He mentioned that eating one reportedly turns your poop green, and the Sorceress decided she wanted to acquire some to feed to her minions. Miller, unfortunately, referred to Burger King as "B-King" and the Sorceress thought he said "Peking."

We apologize to the world for the panic this has caused. We apologize specifically to the hundreds of Chinese citizens that were abducted by the Sorceress in her search for black hamburgers, especially those she temporarily turned into komodo dragons or bowls of egg drop soup.

Miller has promised that he will never interact directly with the Sorceress again, but will instead leave all communications with her to Chuck  Norris or L.L. Hundal. Please don't sue us.

For more insights into the truth behind the flying city that appeared in the sky above China, read The Sorceress of Zoom and The Sorceress of Zoom: Down to Earth from NUELOW Games. During 2016, we plan on releasing a third volume in the series. The Sorceress has asked that we include rules describing her in the OLG version of the Traveller game system. It's her favorite, because characters can die during creation. You can read sample pages from the existing books at the Shades of Gray blog by clicking here.

See Previews or Buy at DriveThruComics
See Previews or Buy at DriveThruComics.

Tuesday, October 13, 2015

Two new releases in the 'NUELOW Stock Art Collection'

There are two new releases for the NUELOW Stock Art Collection, our series of low-cost, royalty-free art covered by a license so generous you can use the covered material for almost any conceivable project. Whether you need something to illustrate your home game, your website, or that grand RPG you've designed, one of our genre-focused art packs may contain just the art you need. And our low prices make them even more attractive.

Art by Everette Raymond Kinstler
NUELOW Stock Art Collection #12: Restless Spirits focuses on the vengeful dead, as brought forth by illustrators Everette Raymond Kinstler and Lee Elias.

Art by Maurice Whitman
NUELOW: Stock Art Collection #13: The First Americans is our first to focus on the western genre, specifically Native Americans in this case. Most of the art in this set consists of great drawings from Maurice Whitman, but there are also a few that have been adapted from NUELOW Games' Warrior Maiden Starlight by Ralph Mayo.

Each set comes with a  PDF that carefully indexes each illustration included in the set. Most of art files are included in both 72ppi and 300ppi resolutions, the latter being good for many print projects.

Friday, October 9, 2015

The Staff of the Flesh Golem (for D&D/d20 System/OSR games)

Here's a magic item that was made up on the spur of the moment as I ran my D&D game today.

Staff of the Flesh Golem
This staff acts as a +4 weapon when wielded against flesh golems. It functions as a +1 weapon under all other circumstances.
   Once per day, the user can summon a flesh golem by striking the staff on the ground and shouting, "To me, my minion!"

A sorceress prepares to use her staff of the fesh golem. (Photo by Bexxin)
   The summoned flesh golem appears in a cloud that reeks of sulfur and embalming fluid. It follows simple commands from the summoner, and will fight to defend or to get him or her to safety even if the summoner is unable to issue that direct command. The summoned flesh golem exists for up to six hours before vanishing in a puff of putrid-smelling smoke. If destroyed, it vanishes in the same fashion.
   The Staff of the Flesh Golem can be wielded by any character that can cast spells.

(The text in this post is released under the Open Game License. Copyright 2015 by Steve Miller.)

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.