Thursday, May 5, 2016

'Monster, Monster: Vampires' on sale now!

With game designer Andrew Pavlides and artist Pablo Marcos once again front-and-center, we've released our third product for D&D Fifth Edition--Monster, Monster: Vampires

Cover art by Michael Wolmarans
Monster, Monster: Vampires is more than twice the size of the previous entries in the series. It contains five vampire variants of use with your Fifth Edition games, three adventure hooks revolving around unique vampire personalities, and two chilling, offbeat illustrated vampire tales. Andrew and Pablo are joined this time out by "guest contributors" Ed Fedory and Steve Miller, while Robert Martin and Ricardo Villamonte provide most of the spot illustrations. It's all behind a creepy cover by Michael Wolmarans.

Monster, Monster: Vampires is available at RPGNow, DriveThruComics, and DriveThruRPG. You can see previews at any of those sites. Further, it's already been reviewed! Click here to see what was said bout the book on the RPG Crazy blog.

Thursday, April 28, 2016

Get the official final version of NUELOW's martyrdom simulation game!

We've just released the official, final version of our martyrdom simulation game--Ramadi Roulette (aka Riyadh Roulette). Now you can experience all the excitement and ultimate disappointment of blowing yourself up for your god and/or prophet and/or whatever reason you want to come up with, without actually doing it.

The game is available as a "Pay What You Want" release, and, since in our experience that's the same as "Free," this is a game where you get what you pay for! Click here to get your copy now!

Saturday, April 23, 2016

Heroes of 7-Eleven: The Feat and Talent Tree

A goofy project that we're putting together here at NUELOW Games is the OGL d20 Modern supplement Heroes of 7-Eleven. Here are drafts of an all-new starting occupation, feat, and talent tree that will appear in it.

The following text is presented under the Open Game License. Copyright 2016 by Steve Miller.


NEW STARTING OCCUPATION

Clerk
You're a proud employee of the greatest convenience store chain on the planet!
   Prerequisite: Age 18+.
   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 (electronic, mechanical, or structural), Climb, Drive, Intimidate, Listen, Repair, Spot.
   Bonus Feat: Select either Alterness or Confident
   Wealth Bonus Increase: +1.


NEW FEAT
Shift Worker
You don't need as much rest as normal mortals, so you can bounce with almost no notice from day shift to graveyard shift to swing shift with no problem! And double shifts? Not only not a problem--they're invorating!
   Benefit: You only need half the regular amount of rest and sleep to recover lost hit points, class abilities, and so on. This feat stacks with other feats or talents that reduces a character's need for rest.
   Prerequisite: Con 11

By Niall O'Loughlin


NEW TALENT TREE

Hero of 7-Eleven Talents
Day after day, you fight the good fight against self-absorbed morons who believe they are always right. They call themselves "customers," but you know them as "pains-in-the-ass." And then there's the tweakers and the wanna-be gangsters who for some reason think there's more than $40 in the till, and who are willing to shoot you and any pains-in-the-ass that happen be around for it. It's a tough job, but someone's gotta do it. That someone is, sadly, you. But you have some unique talents to help you survive...
   Feign Concern: When pretending to care about complaints, compliments, or threats regarding your job performance, workplace appearance, or anything relating to your place of employment or your employer, you gain a +4 bonus to all Bluff and Diplomacy skill checks. When inside any retail establishment, you also gain a +4 bonus to all Sense Motive skill checks.
   Bonus Feat: Gain one of the following feats instead of a talent. You must meet all qualifications and prerequisites for a feat before you may select it. You may do this up to five times.
   Altertness, Attentive, Confident, Elusive Target, Endurance, Iron Will, Lightning Reflexes, and Meticulous.
   Prerequisite: Shift Worker or Feign Concern talent
   Day Manager Material: As Feign Concern, but the bonus to Bluff and Diplomacy skill checks increases to +8.
   Prerequisite: Feign Concern
   Night Manager Material: When inside any retail establishment, you gain a +6 bonus to all Spot and Dodge skill checks. In addition, you gain a +1 bonus to your Initiative rolls and Defense Rating.
   Prerequisites: Feign Concern, Shift Worker feat



Did you find this material amusing and/or useful? Support my efforts to bring fun RPG material to the world by buying some of NUELOW Games' releases at RPGNow. Click here to see a selection!

Friday, April 15, 2016

NUELOW Games releases for D&D Fifth Edition!

WotC has opened the basic system that drives D&D Fifth Edition to third-party publishers by releasing a Standard Reference Document under the same Open Gaming License that has allowed NUELOW Games to publish our many supplements for d20 Modern.

We have released two horror themed supplements for D&D Fifth Edition so far: Monster, Monster: Werewolves and Monster, Monster: Soul Drinkers. Each book contains Fifth Edition game monster stats and rules that are bound to bring unexpected thrills and chills to your campaign world. As is the case with many NUELOW Games releases, each book also contains comics that partially served as the basis for the roleplaying game rules, and which we hope will entertain and inspire even more campaign ideas.

 

Both titles were primarily done by the creative team of game designer Andrew Pavlides and artist Pablo Marcos. On Monster, Monster: Werewolves they were joined by writer Augustine Funnel, who provided an offbeat tale of a werewolf who evens the score with his childhood bullies; and on Monster Monster: Soul Drinkers, the great Marv Wolfman (perhaps best known by horror fans for his work on Tomb of Dracula) provided a tale where prey and predator are indistinguishable that inspired Andrew to create not just one but two all-new monsters with which DM's can haunt player characters.

Monster, Monster: Werewolves and Monster, Monster: Soul Drinkers are available at RPGNow, DriveThruComics, and DriveThruRPG.


A NEW OGL ARTIFACT FOR D&D & d20 MODERN GAMES
Since we like have lots of gaming value on this blog, even in posts that are basically plugs for our new releases, here's a magic artifact that has a thematic tie to Monster, Monster: Werewolves. These items are presented under the Open Game License, and they may be reproduced in accordance with it. Copyright 2016 by Steve Miller.

Fang of the Werewolf
This artifact, from the collection of occult expert Professor Anton Broussard, is said to have been created by the fearsome Sorceress of Zoom. The wickedly curved dagger appears to be carved from ivory and bears a resemblance to a wolf's canine teeth. Broussard claims that the dagger actually is a werewolf that he personally witnessed the Sorceress transform into the item after the creature tried to attack her.
   The fang of the werewolf functions as a +2/+5 vs. spellcasters dagger. Additionally, anyone who carries the dagger on their person has a chance of detecting a werewolf in human form. When appropriate, the DM rolls a secret Spot check against a DC9 for the bearer, and if the check is successful, the bearer can sense any werewolves within 30 feet of his or her current location). The downside is that the bearer has a -4 penalty to all Hide or Move Silently skill checks made to avoid werewolves.
   Notes: The fang of the werewolf is exactly what Broussard claims it is. The Sorceress had hired the Veteran Werewolf Leena Pryde to serve as an enforcer. When Leena made romantic advances toward her, the Sorceress responded with scorn, which caused the embarrassed and heartbroken werewolf to attack her. If the party somehow finds a way restore Leena's original form, the werewolf will serve them if they will help find and kill the Sorceress.



Wednesday, April 6, 2016

New Superpower Feat and Talent Tree: Emotion Manipulation

Heroes and villains with the power to manipulate the emotions of their targets--inspiring courage, fear, or sorrow, to name a few--can be found in the pages of comics ranging from Nedor's Exciting Comics to Marvel's Uncanny X-Men. Now, you can bring characters like that to d20 System campaigns that use NUELOW Games' feats and talent tree-based superpowers system. (Click here to see the basics.)
   All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2016 by Steve Miller.


MINOR POWER FEAT: EMPATHY
You detect the surface emotions of any creature you can see that is in the power’s area.
   Benefit: As a full round action, you can focus your attention on a single creature within your line of sight. Roll a Willpower save (DC10). If the roll is successful, you know the target's exact emotional state--afraid, angry, hate-filled, curious, friendly, or any other emotion. The following round, you gain a +4 bonus to Bluff, Diplomacy, Intimidate, or Sense Motive checks you make directed at the target.
   Special: This feat serves a prerequisite for any talent from Superpower trees.





SUPERPOWER TALENT TREE: EMOTION MANIPULATION
The powers from this tree allows a character to sense and manipulate emotions in other beings. The creature must have a mind or be able to feel emotions in order to be a target of these powers.
   Master Manipulator: You can inherently sense the emotional state of beings you interact with. Gain a +4 bonus all Bluff, Diplomacy, Handle Animal, and Sense Motive skill checks.
   Prerequisite: Any Minor Power feat.
   Emotion Controller: Name a number of targets within 30 feet and your line of sight up to your Charisma bonus. As a full round action, you can either suppress or instill an emotion of your choosing (fear, anger, hate, curiosity, romantic attraction, and so on). The subjects of the emotion you wish to instill is also dictated by you instill the emotion. Targets may roll Willpower saves (DC15+your Charisma bonus) to avoid being affected by this ability. The emotion persists in the targets for a number of minutes equal to your Charisma bonus. If circumstances fuel the emotion further (such as anger toward someone who is already despised by the target prompting a physical fight that causes the target injury), the emotion can become indefinite.
   Prerequisite: Master Manipulator.
   Master Emotion Controller: As Emotion Controller, except the limit is line-of-sight, and you can instill different emotions in each specified target.
   Prerequisite: Emotion Controller
   Crippling Emotions: Name a number of targets within 30 feet and your line of sight up to your Charisma bonus. They must roll Will saves (DC15+your Charisma bonus) or be filled with an overwhelming sense of fear, sorrow, uncertainty, or some other negative emotion. If the Will save fails, the targets suffer a -6 penalty to all attack rolls and skill checks, The penalty is -3 if the save was successful. The penalty lasts for a number of rounds equal to 1d6+your Charisma bonus.
   Prerequisite: Emotion Controller.


--
If you found this material interesting or useful, you can see the NUELOW Games d20 Superhero rules in action in our comics/rpg hybrid books like Madden's Boys, Master Key, and Wildfire (just to name a few).

Saturday, April 2, 2016

d20 Redheads

Redheads are everywhere in the sort of popular entertainment that we write RPG rules to emulate and/or spoof here at NUELOW Games, be it fantasy, sci-fi, or horror. It's almost embarrassing that it took us this long to come up with this post, especially since we have several redheads among our line up of characters (Linda "Black Cat" Turner, Vic "The Question" Sage, Carol "Wildfire" VanceTara, and, of course, Judy of the Jungle.) Well, better late than ever, as they say!
   All text in this post is presented under the Open Game License and may be reproduced within its terms. Copyright 2016 by Steve Miller.



D20 REDHEADS
Are they mutants? Are they magical? No one can really say, but since ancient times and through today, they have been walking wondrously among us. This material lets you bring redheads and their special powers and abilities into your d20 System games. Included in this post are:
   The Redhead Template. It can only be gained at 1st-level, and it is applied at the expense of a starting feat. It is useful in all d20-based roleplaying games--perhaps even the shiny new hotness known as Fifth Edition. (It follows the mechanics of the Racial Templates found here, and is applied in place of one.)
  The Redhead Feat. This is for characters who have unlocked their inner redheaded god/goddess. It, too, is useful in all d20-based roleplaying games.
   The Redhead Talent Tree. For redheads who truly master their special abilities--for good or evil. This material is designed with OGL d20 Modern in mind, but it is easily adaptable to games that include talents or traits.


The Redhead Template
During character generation, a player may assign this template to any Human, Dwarf, Elf, Half-Elf, or Halfling or Demihuman character. The player can apply the template and modifications at any point during the character generation process before the initial feats are selected. This template is chosen in place of a starting feat.
  Benefit: +3 Charisma, permanent -2 modifier to all Disguise skill checks.
  Special: Redheads suffer a -4 penalty to all Survival skill checks made in desert and tropical environments.


The Redhead Feat
For redheads who know they're special!
   Prerequisite: Redhead Template
   Benefit: Gain a +3 bonus to all Bluff and Diplomacy skill checks. Gain a +2 bonus to all Will saves. (If the game includes seduction rules, the +4 bonus applies to any checks related to those as well.)
   Special: This feat is considered a Minor Power feat for the purpose of gaining access to Superpower Talents.


Lina Inverse,
one of our favorite redheads
The Redhead Talent Tree
These are talents for redheads who have unlocked the mysterious potential that exists inside each and every one of them.
   Deathly Pale: Double your ranks in Bluff or Perform (Acting) when attempting to convince someone you are sick.
   Prerequisite: Redhead feat
  Disease Resistance: Because the Redhead's body produces lots and lots of Vitamin D naturally, you a +4 bonus to all Fort saves made to resist natural and magical diseases and infections.
   Prerequisite: Redhead feat
  Magic Use: Select a 0-level spell (arcane or divine) when this talent is chosen. You may cast that spell at will, without the need for material components, a number of times per day equal to your Wisdom bonus. Whenever you gain a level, you gain another 0-level spell of your choice. You may cast a combination of these spells a number of times equal to your Wisdom bonus each day. These spells are considered bonus spells, and they are added to any spells you already gain from class abilities, talents, and feats.
   Prerequisite: Redhead feat
   Reflective Skin: When in a brightly lit area (full sunlight or brighter), you may take a standard action to strip down to the point of being bare-chested. All who are looking at you must roll a Fort save (DC10+your Constitution bonus+your Charisma bonus) or be blinded for 1d6 rounds.
   Prerequisite: Deathly Pale
   Soul Eater: You have the ability to drain the life and soul out of foes and the unwitting. Make a successful unarmed attack. If you are injured, you regain a number of hit points equal to the damage dealt, up to your starting maximum. You also drain a number of XPs from the target equal to the damage dealt times 100. The target receives a Fort save against a DC12 to avoid the drain. The loss of XP causes the victim to fall below the minimum threshold for his current level, he loses a level. This ability works only on living beings from the Prime Material Plane with an Int score of 4 or higher.
   You can use Bluff or Diplomacy skill checks to trick the victim into allowing you to use your deadly life-draining touch upon him or her. In such an instance, you do not need to roll an attack or to deal actual unarmed damage, but you must still make a damage roll to determine how many XP the target loses. The target still receives a saving throw to avoid the drain. If you use this ability on a sleeping target, it wakes up after the first attempted drain, successful or not.
  If you kill a victim through this attack, you gain an Int, Wis, or Cha attribute point (roll randomly 1-2 Int, 3-4 Wis, 5-6 Cha). You also gain another freckle somewhere on your body.
   Prerequisite: Deathly Pale, Magic Use
  

--
If you found this post amusing or useful, be sure to check out our d20 System releases at RPGNow or DriveThruRPG!

Friday, April 1, 2016

Remains of Atlantis: Mastering Magic (OGL d20)

Here's another preview of The Love Witch, a comics/rpg hybrid book from NUELOW Games. We present five feats that unlock special abilities for each of the major Atlantean spellcasting traditions. The material is expands upon the information in this post and this post. Ultimately, the rules work best with games that use both feats and talent trees, but the feats in this post work with any d20 System variant where characters can cast spells.
   All content in this post is released under the Open Game License and it may be reproduced in accordance with it. Copyright 2016 by Steve Miller.


Art by Larry Elmore
MASTERING ATLANTEAN MAGIC:
THE FIRST STEPS
Technology, science, and magic were equally respected in Atlantis, and anyone who had even the slightest aptitude for magic was encouraged to explore one or more of the magical orders to see if that was a suitable career path for them.  Magic-wielders could come from all walks of life--so in d20 System games, they could be of any character class. (Limitations and penalties for casting spells while wearing armor still apply, but access to spells in the system modeling Atlantean magic is tied to feats and talent trees, not class abilities.)
   The following feats represent the lowest level of mastery someone who aspired to a mage in time-lost Atlantis would have. The majority of such aspirants never made it past the point of having one of these feats. Although there were dozens of different magical traditions, and hundreds of schools within each of them, these five feats represent those that had the most practitioners. (They also represent the Atlantean magical traditions that have survived to modern times.)
   For GMs setting games in the time of ancient Atlantis, or where the heroes have been raised in an Atlantean enclave or have had knowledge of Atlantean magical traditions from an early age, one of these feats may be chosen as one of the starting feats. Otherwise, they can only be selected whenever a bonus feat is gained, after the character has become aware of Atlantean magic and has encountered someone to teach them some basic techniques and rituals. (For games using the rules from Feats of Mysticism & Magic, these feats are available to characters who may select Arcane feats.)


Aeromancy
The elemental power of air and fire flow through your body.
   Prerequisite: Int 12, Con 11
   Benefit: You know and may cast the following 0-level spells, at will: Message, Spark
   You may cast a combination of these spells a number of times equal to your Intelligence bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Biomancy
You have a strong connection to the physical world, and you turn that into magical energy.
   Prerequisite: Wis 12, Con 11
   Benefit: You know and may cast the following 0-level spells, at will: Detect Poison, Touch of Fatigue.
   You may cast a combination of these spells a number of times equal to your Wisdom bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Geomancy
The elemental power of earth and water flow through you body.
   Prerequisite: Int 11, Con 12
   Benefit: You know and may cast the following 0-level spells, at will: Ray of Frost, Resistance.
   You may cast a combination of these spells a number of times equal to your Constitution bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Philiamancy
Your magic is created by the bond between friends and lovers.
   Prerequisite: Cha 13
   Benefit: You know and may cast the following 0-level spells, at will: Dancing Lights, Open/Close.
   You may cast a combination of these spells a number of times equal to your Charisma bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.


Technomancy
You hope to master the pinnacle of Atlantean sorcery--the union of technology and magic.
   Prerequisite: Int 13
   Benefit: You know and may cast the following 0-level spells, at will: Grease, Mending.
   You may cast a combination of these spells a number of times equal to your Int bonus each day.
   Special: The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to your total number of character levels.

Wednesday, March 30, 2016

Remains of Atlantis: Magical Traditions of the Lost Continent (OGL d20 System)

NUELOW Games is getting ready to publish some comics written by the great Marv Wolfman (with art by Ernie Colon, Don Heck, and others). We're still deciding exactly what the content of the book will be, but as is our habit, we are including game material and other content that is based on, or inspired by, the comic book material. This time, expanding our version of Atlantis (referenced in several of our titles, such as Secrets of the Immortals and Jungle Terrors) in ways that take cues from Wolfman's stories, while providing an alternative feats- and talents-based magic system for OGL d20 System games.
   Here is a our second preview of the book that's tentatively titled The Love Witch--more information on Atlantean spellcasting methods for your OGL Modern games. This material is compatible with the rules found in NUELOW Games releases like Feats of Mysticism & Magic and both the Sorceress of Zoom and Three Lives of Fantomah series.



ARCANE TRADITIONS OF ATLANTIS
By Steve Miller
Instead of calling on forces outside themselves to power their spells, Atlanteans mostly drew upon their own life energy to power their spells. Only the most powerful of spellcasters were able to call upon more powerful entities to spare themselves from the cost that magic exacted upon body and soul.. As such, it is a more "egalitarian" magical tradition, as the need for a large and steady supply of rare or expensive components, such as black pearls, diamonds, or dragon scales, is unnecessary. All a would-be magic user needed was a willingness to give up a piece of themselves.
   Atlantean magic was not limited to "wizards" or "clerics." Anyone with an aptitude and a willingness to bear the personal cost of being a magic-user could find a home among the ranks of spellcasters. "Fighters," "thieves," "barbarians"--anyone could tap into the power of magic in Atlantis. There were dozens of orders and schools who would admit anyone who they felt had the right mindset to fit among its practitioners. Foremost among these were the Aeromancers, Biomancers, Geomancers, Philiamancers, and Technomancers. These are also the only traditions that have survived (albeit in diminished and distorted forms) to modern times, hidden from view within secret societies. Those who gravitate to Atlantean magic usually do so because of family heritage or because it is the first (and sometimes only) magic tradition they encounter, so they never consider other options.

OGL d20 Rules for Atlantean Spellcasting
Regardless of which magical school or tradition practiced, the following OGL d20 talent tree models the fundamentals of Atlantean magic. While the different schools of Atlantean magic cast different spells, the game mechanics of how they acquire and cast those spells is the same.
   To use Atlantean magic, spellcasting works is the same regardless of the spells being cast. Characters must first have the Atlantean Magic feat, and they can then gain talents from the Atlantean Spellcasting Talent Tree. It, in turn, provides access to feats and talents specific to each of the major Atlantean magic traditions


Atlantean Spellcasting Talent Tree
No matter what order or school Atlantean spellcasters follow, they have access to the following talent tree. Any time a character who meets the prerequisites earns a new talent, he or she may select one from this tree.
   Initiate: The total number of spells you may cast per day increases by 1. The XP cost for 1st - 3rd level spells is reduced to 50XP per level.
   Prerequisite: Atlantean Magic
   Brother/Sister: The total number of spells you may cast per day increases by 1. The XP cost for 4th - 6th level spells is reduced to 50XP per level.
   Prerequisite: Initiate
   Thaumaturgist: The total number of spells you may cast per day increases by 1. The XP cost for 7th - 9th level spells is reduced to 50XP per level. You may cast 1st level spells without losing XP.
   Prerequisite: Brother/Sister

--
The text in this post is presented under the Open Game License (OGL). Content in the section titled "OGL d20 Rules for Altantean Spellcasting" is Open Game Content and may be reproduced in accordance with the OGL, but everything else in this post is defined as Product Identity. Copyright 2016 by Steve Miller.

Sunday, March 27, 2016

Remains of Atlantis: The Daughters of Burnick and the Watchers of the Stones

One of the books that's moving its way through the NUELOW Games production process has the tentative title of The Love Witch. We're especially thrilled at this one, because we're producing it through an arrangement with the legendary Marv Wolman , the co-creator of the title character. Wolfman is perhaps best known for his work on Marvel's Tomb of Dracula and DC's The New Teen Titans, but he has worked on many, MANY great series and characters over his four-decades-and-counting long writing career. Words can't express how excited we are to be able to produce The Love Witch book.
By way of preview, here's a sample of the non-comics material that will be in the book. It is by Steve Miller, inspired by Wolfman's work. The feat (Atlantean Magic) is released under the Open Game License, but all other text in this post is considered Product Identity and may not be reproduced without the express permission of the copyright holder. Copyright 2016 by Steve Miller.




NEW FEAT
Atlantean Magic
You have discovered the magical practices a lost civilization.
   Prerequisite: 3rd-level, Allegiance to the Daughters of Burnick, the Watchers of the Stones, or some other secret society that traces its roots back to Atlantis.
   Benefit: The character may cast a number of Arcane or Divine spells equal to the total of your Intelligence and Wisdom bonuses per day. The character may cast the spells at will, with no need to memorize them ahead of time, but you can only cast spells that you have mastered by learning them from someone who already knows them, or by learning them from Atlantean texts. The casting time, somatic, and verbal components of the spells remain, whatever is listed in the spell description, but all material components are replaced by this feat. The caster level is equal to the character's total number of levels.
   Special: Each spell cast drains some of the character's life force. Each spell cast drains 100 XP per spell level. The character can't lose more XP than the absolute minimum of the current character level, and any attempt to cast a spell that would cause the character to drop below that threshold automatically fails. (0-level spells of course drain no XP.)


NEW ORGANIZATIONS
Daughters of Burnick
After the destruction of Atlantis, the magic-using orders in the colony on the modern-day British Isles fell into a state of civil war. The Philiamancers (whose magic practices were based in personal connections and love) and Biomancers (whose magic was drawn from the savage power of nature) struggled against each other for generations, each order becoming more brutal and unforgiving of each other and even their own members with each passing decade. The last leader of the Philiamancers was Burnick the Love Witch, a woman who had been raised to wage war and whose heart was full of hatred rather than love. She was eventually defeated as much by the Biomancers as her own dark heart, and her passing also marked the end of the entire art of Philamancers.
   In the early 19th century, an amateur archeologist and mystic, Lady Elizabeth Harrow, discovered a coastal cave that had been the home of Burnick and her closest retainers. She spent 30 years translating the manuscripts and discerning the purpose of the many artifacts she located, and, upon practicing some of the rituals, she became the first person in more than 10,000 years to practice the lost art of Philamancy.
   Shortly afterwards, Lady Elizabeth founded the Daughters of Burnick, a chartable organization on the surface but in actuality a secret society made up entirely of women. Today, the Daugthers of Burnick are active around the world, openly promoting awareness about women's rights and healthcare issues, while secretly working to change male dominated societies through a variety of means. The organization is funded through charitable donations and a trust that Lady Elizabeth established in her will. The Daughters of Burnick has been headquartered in Harrow Manor, and, unknown to all but the most highly ranking members, Lady Elizabeth remains in charge, having acquired eternal youth and near-immortality through the ancient Atlantean rites.
Elizabeth Harrow, leader of the Daughters of Burnick
   Purpose and Goals: The Daughters of Burnick exists to defend women against abuse and oppression  of male dominated societies, and to promote the equality of women around the world. They generally use social activism and political means to further their goals, but the secret part of the organization use a variety of means, up to and including magic, to achieve their ends.
   Attitudes: The Daughters of Burnick are fiercely devoted to economic and social equality between the sexes, but they always use measured responses when dealing with opponents. When facing philosophical disagreements, they use words and logic in their attempts to overcome them; when faced with legal challenges, the court room is where they face them; and when confronted with violence, they use violence--or magic. Violence, magic, and other extreme measures are the province of the hidden part of the organization, and such activities are always approved and coordinated by Lady Elizabeth herself.
   Membership: Anyone can join the public Daughters of Burnick charity for a $15 annual membership fee. The organization also employs hundreds of people in all sorts of capacities worldwide, from janitors, to security officers, to accountants and attorneys. Women of particular skill-sets (such as those possessed by those with levels in hero classes), or who have an aptitude for magic and share the organization's distaste for social inequity and the mistreatment of women, may be invited to join the hidden side of the Daughters of Burnick. The vetting process is a long one, and prospective members are put through many tests before they are invited to meet with Lady Elizabeth and initiated into the ancient secrets at the heart of the organization.
   Enemies: ISIS, the Taliban, and other groups who include the oppression of women as their agenda frequently target Daughters of Burnick. The Watchers of the Stones are suspicious of the Daughters of Burnick, as they fear it will be the vehicle that will bring about the foretold return of their ancient enemy.

The Watchers of the Stones
After the destruction of Atlantis, old rivalries between the male-dominated Biomantic and the female-dominated Philiamantic schools of magic erupted into full-fledged war, as the citizens of the Atlantean colony on the modern-day British Isles turned on each other in a desperate struggle for survival. It was a conflict that lasted for centuries, but eventually the Biomancers won, completely eradicated the Philiamancers with a tremendous ritual that left the center of Biomantic power nearly drained of all energy. The victory of the Biomancers over the Philiamancers was further made hollow by the fact that they themselves were also nearly wiped out in the final battle.
   Today, the mystic traditions of Atlantean Biomancers are continued by a small and secretive cult of druids. They are based in Amesbury, a small town near Stonehenge. Long ago, a seer predicted that the last Philiamancer, Burnick the Love Witch, would emerge from the mists of time and resume the war.
   Purpose and Goals: The Watchers guard what magic that remains in the ancient structure. They fight anyone who tries to use its magic without their permission and cooperation. They also watch for the return of Burnick, and if they cannot reason with her they hope that they will be strong enough to destroy her.
Mason Garrity, leader of the Watchers
   Attitudes: Until the occult craze of the 1960s, the Watchers were secretive and kept their true beliefs and performed their ceremonies hidden from view. Now, the order owns and operates a shop in Amesbury, named Children of Stonehenge, that sells Stonehenge souvenirs and occult paraphernalia. Most of what the store offers is trinkets for tourists and toys for wanna-bes, but those with knowledge of the occult will recognize that some of the pricier items are genuine magical foci and other components needed for rituals and spells. Similarly, those extremely well-versed in occult lore will recognize the ancient druidic symbols that are plainly part of the shop's logo. If a person asks about the symbols, whoever is working in the shop will quietly acknowledge that the store is indeed run by druids who have dwelled in the area since before Stonehenge was erected.
    Membership: Membership is the Watchers of the Stones is limited to the twelve families that have been the heart of the order/secret society since its founding. The families have been prolific, however, and the Watchers have potential members everywhere in the world. They have always very carefully tracked the lineages of the Twelve Families, and they sometimes reach to a "lost member" in times of need, informing the person of their heritage and giving him or her the change to unlock the mystical potential he or she possesses.
   Enemies: Any organization that uses magic to harm innocents or twist the proper course of nature will find themselves opposed by the Watchers of the Stones. The group is also anticipating the eventual return of Burnick the Love Witch, and they stand ready to fight her when that day comes. They also have a general dislike of Lady Elizabeth, leader of the Daughters of Burnick, since she has used magic to restore her youth and extend her life.


--
If you found this post interesting or useful, we hope you'll check out some of our releases that tie into the NUELOW Games tale of Atlantis, such as Secrets of the Immortals and Jungle Terrors.






Wednesday, March 23, 2016

New Talent Tree and Feat for OGL d20 Modern


All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2016 by Steve Miller.

NEW TALENT TREE
The Knee-Jerk Apologist is a talent tree for all hero classes.

KNEE-JERK APOLOGIST
Your support for a group of people, philosophy, or cause is marked by blind devotion. The people in question can do no wrong, and you leap to their defense at every opportunity. You also know who is REALLY at fault for any perceived wrongs committed by the object of your devotion.
   Apologist: Pick a group (For example: Christians, Muslims, Black People, Hentai Fans, Transgendered, or Republicans). Gain a +6 bonus to all Bluff, Diplomacy, and Intimidate checks when expressing your support for them.
   Special: You may choose this talent up to four times. You must identify a different group each time you select it.
   Master Apologist: For any groups selected for an instance of the apology talent, the gained bonus increases to +8. Additionally, if someone attempts to counter your argument with their own Bluff, Diplomacy, or Intimidate skill checks, their DC is your total skill check +5.
   Prerequisite: Apologist
   Fanatical Devotion: You gain a +4 bonus to attack and damage against any character that has the temerity to speak out against the abused and downtrodden group you are the defender of.
   Prerequisite: Master Apologist


NEW FEAT
The Perpetually Offended feat should be available to all characters who meet the prerequisites.

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 INT and WIS scores 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.

Monday, March 14, 2016

The Trumpkin Talent Tree

While driving around today, I heard not one but two callers to the Michael Medved Show angrily express how offended they were that he was referring to Trump Supporters as "Trumpkins." It perhaps goes without saying (especially if you're a regular reader of this blog's d20 System offerings and/or consumer of ROLF! products) but I was inspired to write a Talent Tree for OGL d20 Modern.


A gaggle of Trumpkins in their (extremely small) comfort zone.


THE TRUMPKIN TALENT TREE
The following text is presented under the Open Game License and may be reproduced in accordance with it. Copyright 2016 by Steve Miller.
The Trumpkin Talent Tree is available to any character that meets the prerequisite and who may select a talent due to level advancement. Especially those who love reality TV shows and want to make America Great Again.

   Trump Supporter: Gain a +2 bonus to attack and damage rolls against anyone you think disagrees with you in any way, shape, or form. The bonus increases to +3 if you think your target doesn't support Donald Trump.
   Prerequisite: The Power of Embarrassment feat, or Spirit of a Nation feat, or one talent from the White Male Talent Tree.
   Recite Slogans: Gain a +4 bonus to Bluff and Intimidate skill checks when repeating The Words of Trump to the ignoramuses that don't share your devotion. (You may use this talent a number of times per day equal to your Charisma bonus.)
   Prerequisite: Trump Supporter
   Dish It Out: Gain a +2 bonus to Bluff and Intimidate skill checks when engaging in verbal exchanges with those you disagree with. A number of times per day equal to your Wisdom bonus, you may force your target(s) to roll a Will save (DC11+your Charisma bonus). If the saving throw fails, your target is enraged and attacks you, suffering a -2 penalty to attack and damage rolls. You gain a +2 bonus to your Defense Rating. You may affect a number of targets up to your skill ranks in Bluff.
   Bonuses stack with those gained from other talents.
   Prerequisite: Can't Take It
   Can't Take It: When confronted by someone who doesn't share your devotion to The Donald, you must roll a Will save (DC14). If you fail, you must attack the target of your ire either verbally (-4 bonus to Bluff and Intimidate skill checks) or physically (+2 bonus to attack and damage rolls).
   Prerequisite: Trump Supporter


--
The preding text is presented under the Open Game License. Copyright 2016 Steve Miller
  


Monday, March 7, 2016

Do you need help with your Trump Anxiety?

TRIGGER WARNING! DONALD TRUMP AHEAD! (Although this post will provide with information on how to deal with your Trump Anxiety, we realize that you are fragile and we want to prepare you, so we don't cause you to have an episode.)


A new disorder is sweeping the nation--Trump Anxiety. Once thought limited only to certain segments of the Republican Party leadership, and particularly hysterical Democrats, this condition has spread to a surprisingly wide percentage of the population in the United States of America and even abroad. The Chicago Tribune (courtesy of the WaPo's syndication service) reports on the affliction and those tortured souls who suffer from it, here.


Does this man haunt your dreams? NUELOW can help!
We here at NUELOW Games hate to see our fellow human beings suffer, so we've created some material to help those who suffer from Trump Anxiety to confront your fears and move beyond them.... and they'll cost you far, far less than what you'll pay a therapist, be it for massage or mental therapy.


THE NUELOW GAMES CURE FOR TRUMP ANXIETY!
Follow these easy steps, and you'll be on your way to curing yourself of your Trump Anxiety. Roleplaying has long been used to confront fears and derangements by therapists. We are now taking those concepts into the realm of self-help/self-service and rollplaying.

Step One: Verify You Actually Suffer From the Condition. If the header of this post, or the picture of The Donald above troubled you, maybe you suffer from Trump Anxiety. To be sure, however, you need to click on this link to inspect a different post on this blog. It contains another picture of Trump, along with a set of stats that represent him in the ROLF! rollplaying game system. If your distress grows by viewing that page, you suffer from Trump Anxiety.

Step Two: Get a copy of You vs. Me and Relentlessly Gay. These rollplaying products provide the framework within which you will confront your fears. Also, get a copy of Professor Fiend. This book contains additional tools to help you overcome your Trump Anxiety, as well as game statistics for The Donald similar to the ones you've already seen on this blog. (To provide maximum access to the therapeutic powers of rollplaying, all three of those products are available in one easy download, at a discount. Click here to get the Trump Anxiety Self-Help Kit.)

Step Three: Find a friend, or a Fellow Sufferer of Trump Anxiety. Create characters of yourself and your friend, using You vs. Me. Then, using either the statistics for Donald Trump presented on this blog, or in Professor Fiend, pit the character you have made against Trump, within the safety of a rollplaying game. You will see that he is nothing to be afraid of. Take turns defeating him if necessary. You can also play through the battle scenario in Professor Fiend for a further illustration of how ridiculous Trump is... and how ridiculous it is to suffer from Trump Anxiety. For extra relaxation and perspective, read the comics in Professor Fiend.

Step Four: Actively Support Another Candidate. America is a democratic Republic for God's sake. Trump may behave like he's going to be the Dictator-in-Chief, but if everyone gets off their asses and stops whining about him on the internet and instead becomes active in the Republican or Democratic parties, he will be relegated to his rightful status as a joke and a footnote in history even before the primaries have run their course. You can join Step Three and Step Four together, doing them at the same time. You can even pit Hillary Clinton or other political figures against Trump using other NUELOW Games releases, further proving to yourself that your Trump Anxiety is completely unfounded. (Just don't use Bernie Sanders. He's going to lose every time.)
Step Five: Vote in the General Election. If you know who you're going to vote for, you know you have nothing to fear from Trump... because you know other sane people are going to be voting like you are. Especially if you've been talking to them while engaging in Step Four.


THE THREE PARTS OF THE TRUMP ANXIETY SELF-HELP KIT:

 






Click to order a Trump Anxiety Self-Help Kit from NUELOW Games!

Monday, February 29, 2016

The Wand of Zoom

The Sorceress of Zoom is a dimension-striding villainess who is featured a series of comics/rpg hybrid books from NUELOW Games. Here's d20 System stats for one of the Sorceress's symbols of her mastery of the magical city of Zoom, and one of her most potent magical weapons. (A version of this will be appearing in the forthcoming third Sorceress of Zoom book. Any comments you have are welcomed.)

The following material is presented under the Open Game License and may be reproduced in accordance with it. Copyright 2016 by Steve Miller.

The Wand of Zoom
A symbol of office of the master of the magical city of Zoom, this golden wand is sllghtly longer than one foot in length and topped with the three dimensional version of the Seal of Zoom on its tip. If subjected to *detect magic*, the Wand appears to be a Wand of Lightning with five charges remaining.
   When wielded by the rightful ruler of Zoom (someone who has claimed the Throne of Zoom and has possession of the Crown of Zoom and the Staff of Zoom), the wand grants the following powers -- at a cost:
  * Cast any 1st through 9th level Arcane or Divine Spell with the wand serving as the replacement for any material components needed, except for scrying spells which still require a mirror or pool of still water. You can cast a number of spells equal to your Intelligence bonus each day. The wand drains 100 XP per spell level when the spell is cast.
   * Once per day, transform a living being into an inanimate object of your choosing. The being remains transformed until you will the transformation. The target receives a Fort save (DC18) to not be transformed. If the save succeeds, the creature is subjected to the effect of a Hold Monster spell as if cast by a 20th level caster (no saving throw, although item-based immunities apply). The target remains transformed until a rightful ruler of Zoom uses the want to undo the spell. The target remains aware of his or her surroundings during the transformation and radiates weak transmutation magic if such is detected for. The wand drains 500XP when the attempt to transform a target is made, and 200XP to restore the target's appearance. (The target creature may also be restored to its original form with a Wish spell cast by a 20th level caster.)
   If a creature who isn't the rightful ruler of Zoom attempts to use the Wand, he or she must roll a Will save (DC12) or fall into a deep sleep that lasts for 12 hours or until a *dispel magic* is cast by a 20th level caster. The saving throw must be rolled every time the Wand is used. In the hands of anyone but the rightful ruler of Zoom, the Wand of Zoom functions like a wand of lightning (12th level effectiveness) with 5 charges. Once the five charges have been spent, the Wand becomes non-functioning until it is once again in the hand of its rightful owner.

The Sorceress using the Wand of Zoom (Art by Don Rico.)
Check out NUELOW Games' Sorceress of Zoom and Sorceress of Zoom: Down to Earth, available at DriveThruComics.

Monday, February 22, 2016

d20 System Racial Templates

In this day and age when diversity (especially racial diversity) is to be encouraged and celebrated everywhere and anywhere and in all things, it's highly inappropriate for Humans to just be Humans in d20 System games.

To solve that problem, NUELOW Games proudly presents Human Racial Templates, as designed by L.L. Hundal. We are presenting these rules under the Open Game License, and we expect every right-minded gaming group to implement them immediately and make your d20 System games more reflective of the reality that is the modern gaming community. (The Racial Templates rules are Copyright 2016 by Steve Miller).

RACIAL TEMPLATES
During character generation, a player must assign a race to any Human character he or she creates and apply the appropriate racial template. The player can apply the template and modifications at any point during the character generation process.
   A character's race can also be randomly deterined by rolling 1d6.

    Race           Modifications
1. Arab           +2 Constitution, -2 to all Will saves
2. Asian          +2 Intelligence, -2 to all Fort saves
3. Black          +2 Strength, -1 Wisdom
4. Hispanic     +1 Dexterity, +1 to all Hide skill checks
5. Jewish        +1 Wisdom, +1 to all Bluff skill checks
6. White         +2 Charisma, -1 Dexterity




   Did you find this material amusing or useful? Check out NUELOW Games' d20 System products at RPGNow. Support us with a few coins and bring uniqueness to your games!

Friday, February 19, 2016

The White Male Talent Tree

For your d20 Modern needs. (This material is presented under the Open Game License. Copyright 2016 by Steve Miller.)



THE WHITE MALE TALENT TREE
Talents from this tree are available to all classes. They can be selected whenever a character that meets the prerequisites is able to choose a new talent when gaining a level.
   Prerequisite: White Male Human, Elf, or Dwarf.
   Privileged: You gain a +2 bonus to all Bluff and Diplomacy skill checks when interacting with authority figures.
   Boys' Club: Your Wealth bonus increases by +1.
   Prerequisite: Privileged
  Agent of the Patriarchy: You gain a +2 bonus to all Bluff and Intimidate skill checks when interacting with female characters.
   Prerequisite: Boys' Club
   White Oppressor: You gain a +2 bonus to all Bluff, Diplomacy, and Intimidate skill checks when interacting with Peoples of Color and Humanoids (non-humans).
  Prerequisite: Agent of the Patriarchy
  Flamboyantly Heterosexual: You gain a +2 bonus to checks involving feats of Strength, as well as a +2 bonus to Bluff, Diplomacy, and Intimidate skill checks made while bare-chested or wearing a wife-beater shirt.
   Bonus Feat: You gain one of the following feats (found here and here, or in Feats of an Adult Nature): Gay, Gaydar, Ghey, Great Cleavage, Metrosexual, Sexual Prowess, Staying Power. You may choose this talent multiple times.
   Prerequisite: Flamboyantly Heterosexual
   Boozehound: You gain a talent from the Boozehound Talent Tree. This talent may be selected multiple times.
   Prerequisite: Boys' Club
   Angry White Male: Whenever you fail a skill check, saving throw, or attack roll, you may activate the Angry White Male talent on the following round. You can a +2 bonus to melee attack rolls, and to Fortitude and Willpower saving throws, but your Defense Rating/Armor Class is subject to a -4 penalty. These effects remain active until the encounter is over, your hit points drop below 25% of their maximum total, or for a number of rounds equal to 20 less your Wisdom bonus.
   Prerequisite: Privileged




   Did you find this talent tree amusing or useful? Check out NUELOW Games' d20 System products at RPGNow. Support us with a few coins and bring uniqueness to your games!

Monday, February 1, 2016

The LEAST popular clip art packs from NUELOW Games

We take some pride in everything we release, so when something doesn't do well, we hope it's because you out there just didn't notice. Today, the spotlight is on the LEAST successful art packs released as part of our NUELOW Stock Art Collection.


First up, there is NUELOW Stock Art Collection #13: The First Americans. This is the first set that the creator of ROLF!, L.L. Hundal, edited for us. It features art by the same contributors you'll find in our sci-fi themed packs like Rockets & Rayguns. However, it didn't do as well... maybe clipart featuring Native Americans is too narrow a niche to have a market or audience?




Then, there is NUELOW Stock Art Collection: The Werewolf by Pablo Marcos. This small collection of werewolf action shots also under-performed. Was it because we released it at Christmas time when people were thinking of elves and sugar plums? Are werewolves like Native Americans in the sense that the set is targeted at too narrow a niche? Whatever the reason, we think that's a shame, because we love Pablo Marcos's art, and we think it would look great in projects out there.



Does anyone out there have an opinion on NUELOW Games's art collections? Do you want to make a comment? We'd love to hear from you--and that goes double if you have a theory regarding the lack of love for NUELOW Stock Art Collection #13: The First Americans and NUELOW Stock Art Collection: The Werewolf by Pablo Marcos.

Friday, January 22, 2016

We've just released our first D&D Fifth Edition supplement!

NUELOW Games is jumping in the Fifth Edition OGL pool ... and our first release is Monster, Monster: Werewolves, with D&D Fifth Edition game stats by Andrew Pavlides and a great werewolf comic from Augustine Funnel & Pablo Marcos.


We hope this will be the first of many releases with 5E material--under the Monster, Monster and/or the 5E Creature Catalogue banner--, so we hope you'll check out this first offering and give us some feedback. (Or just check it out... because nothing speaks louder than sales figures! :) )

Click here to get Monster, Monster: Werewolves from RPGNow. (It is also on sale at DriveThruRPG and DriveThruComics.

Sunday, January 17, 2016

Democratic U.S. Presidential Candidates ala ROLF!

Although the party and the cable channels would like the world to think there's only one person running for the nomination to be the Democratic candidate for president in this year's election, there are actually three major contenders. We at NUELOW Games have been as guilty as everyone else at only shining the spotlight on Hillary Clinton (with a celebration of her birthday, and featuring her as a playable character in two different Battle Scenarios), but we here-by make amends by providing ROLF! statistics for Bernie Sanders and Martin O'Malley--the two campaigners that few people know about. (Why do few people know about them? Because the Democratic National Committee had sponsored few debates and they've always scheduled them in such a way to make sure that virtually no one is going to watch them.)

We hope you enjoy this public service in the interest of avoiding the Coronation of Hillary that she and the party are seeking. (You can also use these statistics to play through a match-up of the candidates and make your own predictions about who might win in the general election. The ROLF! stats for two of the Republican hopefuls can be found here.)


Bernie Sanders & Martin O'Malley: The guys Hillary Clinton wants you to ignore

BERNIE SANDERS (Male)
Brawn 11, Body 10, Brains 5
   Traits: Limousine Liberal*, Weird Hair
   Combat Maneuvers: Basic Attack, Debate Philosophy, Dodge, Kung Fu Face*, Signature Move*
   Important Stuff Worn/Wielded: Rumpled Suit and Nice Tie (Clothes), The Complete Works of Karl Marx (Melee Weapon, deals 2 points of damage OR One-Shot Ranged Weapon, deals 1 point of damage).

MARTIN O'MALLEY (Male)
Brawn 13, Body 14, Brains 4
   Traits: Holier Than Thou*, Improv Master*
   Combat Maneuvers: Basic Attack, Debate Philosophy, Dodge, Double Strike
   Important Stuff Worn/Wielded: Expensive Suit and Tie (Clothes).


*The Traits and Combat Maneuvers can be found in Relentlessly Gay (for ROLF! and d20 System).


NEW TRAITS
This all-new Trait is appearing here on the blog for the very first time anywhere.
   Weird Hair: The character gains a +1 modifier to all ATT Body-based checks, and a -1 modifier to all ATT Brains-based checks.



Saturday, January 2, 2016

For the record, NUELOW Games's first sale of 2016...

... was the oh-so-classy evergreen product Modern Basics: Feats of an Adult Nature.

Warning! This Contains Adult Mature Content (and stuff)!


If you haven't gotten your copy yet, now might be a great time. Wouldn't it be cool to see that classic OGL d20 Modern supplement back on the "Hot Seller" list?!

Click here to get your copy at DriveThruRPG! You can also get it at RPGNow if you prefer!