Friday, October 1, 2021

What happens if you say 'Bloody Mary' three times?

The urban legend is that if you say Bloody Mary by candlelight in front of a mirror three times, she appears. But what happens when she does? Use the random tables below to find out, if the PCs in your game decide they want to tempt Fate during the Halloween Season. (The table can either be used every time it's done, or used to decide a constant result.)

We've tried to make this as general a game supplement as possible. GMs will have to interpret what's here in the context of whatever RPG system they will be using this content in.


Katy

WHAT HAPPENS WHEN YOU SAY "BLOODY MARY"? (Roll 1d6)
   1. A ghoul with 10 times the normal amount of hit points materializes and attacks the foolish person who summoned it, as well as anyone who tries to intervene. After the summoner is dead, the monster disappears, taking the summoner's tongue with it.
   2. An angry ghost manifests and attacks the foolish person who summon it, as well as anyone who tries to intervene. After the summoner is dead, the ghost will grant one person present (who is still alive) a wish.
   3. A powerful demon appears. It demands that anyone present answer three questions truthfully; they will be questions relating to some dark secret the person harbors, often something they wouldn't want others present to know. In return, it will reveal three secrets kept by a single other person the summoner asks about. If anyone lies to the demon, it attacks the summoner and anyone who tries to intervene. After three rounds of combat, it returns to the mirror and drags the summoner to Hell.
   4. The candles are suddenly and mysterious extinguished, but otherwise nothing seems to happen. In truth, the summoner has been magically replaced by an evil doppelganger that sets about destroying everything the summoner loves, even to the point of murdering his or her friends or family. The summoner is trapped in a mirror-space between dimensions, but can be freed if the ritual is performed again. This is only a temporary fix, though: The evil doppleganger must be captured and killed in front of a mirror before 13 hours have passed. Otherwise, the summoner shatters into a million tiny mirror shards and is dead forever.
   5. A Bloody Mary cocktail (complete with a celery stalk standing in it) appears in a skull-shaped glass. The glass dissolves into vapor once the drink has been consumed. Roll again on "HOW WAS THE BLOODY MARY?" below.
   6. Roll on "IT SEEMS LIKE NOTHING HAPPENED, BUT..." below.


HOW WAS THE BLOODY MARY?
(This table can also be used if characters are just ordering the cocktail.)
   1-2. It's as if the Goddess of Cocktails made it herself. Perfection!
   3-4. It's okay. You've had better.
   5. It's what you imagine fermented menstrual blood from a leprous witch with a yeast infection would taste like.
   6. It tastes great, but those who drink it start feeling sick soon after. The illness lasts for 1d6+6 hours.


Art by Bryan Baugh

IT SEEMS LIKE NOTHING HAPPENED, BUT... (Roll 1d6)
   1. A massive curse has been unleashed within a 1,000-mile radius of where the ritual has been performed: Zombies are animated and killing the living, making more zombies. To stop the world from being overrun by zombies, the PCs will need to find Bloody Mary's body and put her to rest once and for all.
   2. The summoner is stalked by a shadowy figure which he or she sees peeking through windows or lurking behind him or her in reflections...but the figure can never be caught or spotted by others. There always seems to be someone moving around in the next room from the summoner, or just around the corner, but no one is ever there when it is checked. The stress disrupts the summoner's sleep, ability to concentrate and function normally. Eventually, the summoner begins to lose his or her mind. The curse can be reversed by the character performing the ritual again, causing the shadowy figure to manifest and attack. The shadowy figure has the same stats as the summoner. No one other than the summoner can hurt or be hurt by the shadowy figure.
   3. The summoner becomes a magnet for maniacs that become obsessed with him or her, believing that they are destined to be soulmates. 1d6+2 of these "admirers" begin stalking the summoner threatening those he or she really loves, trying to drive wedges between the summoner and them, and otherwise trying to force the summoner to love them and only them. The "admirers" will eventually try to kill those the summoner really cares (and even casual encounters the summoner may have) about and even the summoner. This curse continues until either the summoner or the "admirers" are dead.
   4. The summoner (and any other characters within a 30-foot radius when the ritual is performed) are transported into the world that exists beyond the mirror and in-between moments. Everything initially seems normal, but the summoner and others brought into the weird realm soon realize they are in a place where time does not appear to pass and monsters lurk everywhere. They must find their way to Bloody Mary's lair and force her to let them go home.
   5-6. A long-time friend of the summoner is brutally murdered and witnesses claim they saw the summoner casually leave the site, covered in blood. There is no other evidence, but 1d6 days later, someone else in the summoner's life is murdered. Bloody Mary reveals herself to the summoner, appearing like a haggard version of him or her, and states that people around the summoner will continue to die until he or she kills him-or herself. The only other option is to catch Bloody Mary between two mirrors and causing her reflections to implode.


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For a great bit of Bloody Mary inspiration, click here to check out the short film starring Katy Ford (seen in the image at the top of this post) over at Terror Titans.

Friday, September 24, 2021

RPG Campaign Scenario Idea: To Where the Sun Rests

The other day, I remembered the Scottish band Goodbye Mr. Mackenzie, a group that should have been much, MUCH bigger than they were (but I digress)... and when listening to the song that bears their name, an idea for a fantasy adventure scenario came to mind. (The main requirements for making it work is that the game world must have actual gods and other supernatural beings, and it must not be govern by real-world physics and such.


This material is far broader than what's usually posted here at the blog. It is, literally, just an idea that popped into my head, but it's for an entire campaign. If just one person out sees this as a seed for something they can create, I consider it time well spent. (The idea isn't quite suitable for my current D&D campaign, but perhaps in some future one...)



TO WHERE THE SUN RESTS
An Adventure/Campaign Idea for Fantasy RPG Settings


The Beginning
The Player Characters (PCs) are traveling through a remote part of the world when they come upon a town that is completely devoid of any life. It looks like everyone packed up their belongings, loaded them onto wagons that headed in the direction of a massive mountain range that the sun descends behind to recharge every night before it flows through the underworld to rise into the sky again for its daily journey. The gods have commanded those mountains to be off-limits to mortals, and all the religions of the world hold to that commandment.
   Searching the town may allow the PCs to find a few overlooked gold pieces and other minor valuables, but everywhere they look confirms that the citizens packed up and left, seemingly voluntarily. The answer to why all citizens in unison decided to abandon a perfectly safe and sound and seemingly prosperous town seems as if it can only be learned from the people themselves.




The Middle
The PCs can easily track the townsfolk and catch up with them; they are traveling in a massive caravan, moving slowly toward the Forbidden Mountains. Men, women, children; peasants, craftsmen, nobles; all are traveling together, working together, moving their entire community across the plains to Where the Sun Rests.
   All of the town's respected leaders began having dreams and visions a year ago, the priests foremost among them. They where instructed to lead the community to the Forbidden Mountains where their grand destiny would be revealed. A few weeks later, all the citizens were having the same dreams, and so they united in a common cause, packed up all their belongings and followed what everyone agreed had to be messages from the gods.
   The PCs can choose to join the caravan--they will be asked and invited to do so because the townsfolk will welcome the added protection as they head toward the unknown. The PCs can also form advanced scouting parties and clear out threats ahead of the group of hundreds of non-combatants that need protecting.
   The journey to the Forbidden Mountains will take many months, if not years. How frequently something exciting happens along the way is up to the GM. Time can also just pass. Soon after joining the trek, however, the PCs begin to have the same dreams that are driving the NPCs--strange, hazy images of figures beckoning them and moving toward the Forbidden Mountains. Sometimes, whispering voices say that a new world and a new destiny await beyond the mountains where the sun rests. The PCs are informed that they are among the chosen few and that a great honor has been bestowed upon them.
   Any priests, clerics, or other PCs who communicate with divine beings on a regular basis get mixed messages. Some dreams and visions guide them toward the mountains, but others direct them to turn back and to attempt to encourage the townsfolk to do the same. They similarly get mixed messages if they use their "direct channel" to whatever entity they normally communicate with.




The End
The caravan reaches the Forbidden Mountains where they witness any manner of wondrous things. Things get more dangerous and fantastic as they (or maybe just a scouting party with the PCs) head up a pass. Eventually, they reach the place where the Sun Rests but any mortals who get too close are killed instantly by the heat and supernatural energies. Eventually, gods/avatars appear, alternatively urging the group to turn back or to move forward.
   Eventually, PCs and NPCs who have close relationships with divine or other supernatural entities are brought into the presence of such beings. Here, they learn that the world has a very good likelhood of being destroyed as a side effect of a massive battle that's unfolding on other planes, between gods and demons and super-powerful beings. The citizens of the town were chosen by some of the gods to be evacuated to another world so at least some of this one will live on, but other entities either want everyone to die, or want some of the mortals from this world to have a chance to defend it and possible save it.
   The PCs have one of two choices: They can either join with the townsfolk and be evacuated and, quite literally, explore new horizons; or they and a select few of the people from the town, can stay behind and try to prevent the destruction of the current world and thus possibly save billions of lives.

--
I hope you at least found the preceding interesting enough a read to not feel like you wasted your time. Maybe I'll do a follow-up post with some NUELOW Games-style random story outline generators to flesh this out. I will have to see if anyone is interested in seeing more.

Meanwhile, here's the song that inspired the above. Enjoy!

Wednesday, September 15, 2021

Amazonian Artifacts: Death's Embrace

This post is the latest in our d20 Amazons post series. You can read the first one here, and you can see all of them by clicking on the "Amazons" tag at the bottom of this post.
   Although written with the d20 System in mind, these rules are easily adaptable to other, similar roleplaying games.

THE THREE PARTS OF DEATH'S EMBRACE
The exact origin of the three artifacts (which some Amazon historians refer to collectively as Death's Embrace) are unknown. Some say they were created in response to amorous fairy creatures in the British Isles and vampires in the Balkan mountains. Others say they were a gift from Athena to an Amazon who had caught the eye of Zeus.

Each of the three artifacts that make up Death's Embrace provide the wearer with magical benefits or protections, but when worn together by an Amazon, they resonate with each other to provide a collective enhancement.
   Each of the three items radiate faint magic of an indeterminate type, but that magic seems to grow more powerful if the items are brought together.


THE CUPS OF SWORDS
This piece of equipment is worn on the character's chest, but it does not provide any bonus to AC or DR. The Cups of Swords consists of two, felt-lined metal cups, linked by a small chain that is worn across the wearer's chest and fastened around her by two lengths of adjustable chain and a clasp. A 10-inch long blade projects from each cup.
   Benefits: The Cups of Swords grants the wearer a +2 bonus to all d20 rolls (attacks, attribute checks, skill checks, and saving throws) when grappling. Unless otherwise specifically stated, any successful pin means the opponent has been pulled close to the character's chest and impaled by the cups of swords, suffering 2d8+2 points of damage each round the pin is maintained.
   The Cups of Swords is considered a +2 weapon. The blades are made of magically-strengthened silver. The 2d8+2 stated above includes the bonus.
   Drawbacks: None, except the Cups of Swords and its fastening chain must be in contact with the wearer's skin or the +2 bonus to d20 rolls while grappling is lost.


THE MASK OF REVEALING CONCEALMENT
This dark green mask covers the upper-half of the wearer's face and flares to upward-facing points on either side. 
   Benefits: When held to the wearer's face, it attaches magically to his or her skin. As long as the wearer is alive, the mask can only be removed willingly by the wearer, or through the use of dispel magic, cast at 20th level or higher. (The mask could also be torn from the wearer's face with a successful Strength attribute check [DC22], but that would tear both skin and flesh from the wearer that w but see Drawbacks for what happens if such a violent act is undertaken.)
   When the mask is worn, it provides  +1 bonus to all Bluff, Hide, Move Silently, Search, Sense Motive, and Spot skill checks.
   In addition, the wearer may spot beings who possesses shapeshifting abilities by merely looking at them. The wearer must specify a target, take a standard action to look at it, and make a Will saving throw (DC11). If the save is successful, the character will see a faint, multicolored glow around the target indicating that it is a shapeshifter. The wearer doesn't know what type of being the target is, whether the form it is wearing is its natural form or not, or anything other than it has the natural ability to change between one or more forms.
   Drawbacks: Once applied to a wearer's face, the mask can only be removed if the wearer wishes to remove it and takes a standard action and makes a successful Will save (DC8). The mask can also be ripped or cut from an unwilling wearer's face. This causes 5 hit points of damage and leaves the one-time wearer with a scarred and disfigured face, as well as a 25% chance of suffering damage to his or eyes that causes blindness. This brutal act gives the character a -2 modifier on Charisma-based skill checks if his or her face isn't covered when interacting with NPCs.
   Whoever removes the Mask of Revealing Concealment from its wearer through brutal means is cursed, since the Amazons still retain a favored status among the now-remote Olympians. The brutalizer suffers a -4 penalty to all attack rolls, saving throws, and skill checks until the mask is returned to the reigning Queen of the Amazon and the character has gained the forgiveness of the person he mutilated.


THE NECKLACE OF SAFETY
This large necklace consists of 20 unevenly shaped strips of silver and platinum on a pair of linked silver chains.
   Benefits: The wearer gains a +2 enhancement bonus to AC/DR and saving throws made to resist mind-altering drugs and environmental effects, as well as mind-affecting magic and spell-like abilities. (When appropriate, these bonuses stack with those gained from the Cups of Swords.)
   Drawbacks: This bonus does not stack with any bonuses gained from enchantments on items that must be worn or carried by the wearer.





COMBINED MAGIC OF DEATH'S EMBRACE
When all three items are worn together, Death's Embrace, the wearer enjoys the following benefits:
   *All bonuses to saving throws, skill checks, and AC/DR increase to +4. (Those from the Cups of Swords and others stack when appropriate.)
   *The Cups of Swords is considered a weapon of +4 enchantment.
   * The wearer inflicts a minimum of 2 points of damage with any melee or unarmed attack that is successful (regardless of damage reduction or immunities).

--
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 by Steve Miller.

Monday, August 9, 2021

RPG-a-Day #9: The Medium


In response to today's RPG-a-Day keyword, an idea presented itself that we may already have covered in other products--sort of like the time when we accidentally re-did our idea for a magic Pho shop but with a few added menu items because we forgot we'd already had and done that idea--but here's a d20 System feat and a talent tree intended to model the idea of medium or spirit channeler who uses those talents as an adventurer or some stripe of action hero.

As with many posts here at the NUELOW Games blog, this post contains strictly first draft stuff. It flowed literally from Steve Miller's brain, through his fingers and the keyboard, and onto the blog. Any opinions or feedback you care to over are welcomed!

(All text from this point forward in the post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller.)


THE MEDIUM
The Medium is a character who channels sprits of the dead, accessing their skills and knowledge as he or she needs it. The Medium is never possessed by the spirit, but is instead guided by it. Characters become Mediums in one of two ways, but they basically function the same and gain their abilities through the same feat and talents.

First Type of Medium
This Medium is born. For his or her entire life, there have been "invisible friends" and whispers on the winds that have been lending help and encouragement during hard times, and cheering the character on during times of success and joy. These voices and invisible friends are beings who followed the character into this world at birth, and they have been watching over him or her ever since. As the character has grown, the bonds with the spirits have persisted and perhaps even grown stronger. This Medium is a character who possesses the Medium Beginning Occupation.

Second Type of Medium
This type of Medium arises from a near-death experience. As a hero's soul returned to his or her body from beyond the edge of death, someone or something entered this plane, too. This spirit (or perhaps even several spirits) now exists to help and support the hero. This helpful spirit is represented by the Spirit Guide feat.



NEW STARTING OCCUPATION: MEDIUM
For as long as you can remember, the spirits have been your constant companions and friends. Now, they help you as you embark upon a life of daring and danger.

Medium
Mediums include professions such as clergy, psychics, sideshow performer, investigator, and life coach.
   Prerequisite: Age 15+, Wisdom 12
   Starting Skills: Pick two of the following skills as permanent class skills. If the skill selected is already a class skill, the character gains a +1 competency bonus on checks while using that skill. Decipher Script, Gather Information, Knowledge (arcane lore, history, theology and philosophy), Sense Motive, or add a new Speak Language.
   Starting Feat: You gain Spirit Guide as a bonus starting feat.
   Special: You add the following feats to those you can gain when advancing in levels in your character class. Danger SenseForesight, Fortune Telling, Selfless


NEW FEAT: SPIRIT GUIDE
A bodiless being--a kind soul, a nature spirit, or some being entirely--watches over the hero and help and supports him when needed.

Spirit Guide
You can call upon a helpful spirit (or spirits) in times of need.
   Prerequisite: Medium starting profession or near-death experience (must have fallen below -1 hit points).
   Benefit: Specify a skill that the hero either has at least 1 rank in, or which can be used untrained. Gain a +4 bonus to all skill checks for the duration of the encounter or time period during which you are using the that skill, as your Spirit Guide lets you tap into its expertise. Your spirit guide will aid you a number of times per day equal to the hero's Wisdom bonus.
   Special: Once per day, you may call upon your Spirit Guide to allow you to create spell effects identical to one of the following spells: Daze, Mage Hand, Message, Prestidigitation, or Resistance. The spell effect as if from a spell by caster of the hero's character level.
   This feat is a prerequisite for the talents from the Guiding Spirits Talent Tree.


NEW TALENT TREE: GUIDING SPIRITS
While the Spirit Guide feat represents a hero's main spirit guide, the talents on this tree represent other spirits that are helpful to the hero and that share their power and knowledge with him or her.
   Spirit of Defense: You gain a +4 bonus to DR/AC for the duration of a number of combat encounters each day equal to your Wisdom bonus.
     Prerequisite: Spirit Guide feat
   Spirit of Might: You gain a +4 bonus to damage and attack rolls for the duration of a number of combat encounters each day equal to the hero's Wisdom bonus +2. This bonus stacks will all other, regardless of source.
     Prerequisite: Spirit Guide feat
   Spirit of Magic: You may cast a number of 0- 1st-, or 2nd-level spells from the Divination school equal to your Wisdom bonus each day. These spells are added to any amount of spells you can cast from class benefits, feats. or other traits. 
  Prerequisite: Spirit Guide feat

 


Thursday, August 5, 2021

RPG-a-Day #5: Throne

Continuing with the RPG-a-Day Challenge... while detailing another trophy from the Love Collection.

THE THRONE OF JUDGE MARSTON THE MERRY
In late 1927, silent movie star Bessie Love, in her secret life as a warrior against supernatural evils, squared off against and defeated a cult leader who not only trying to recruit Hollywood studio bosses to his twisted cause, but also tried to eliminate Bessie before she became a threat to his goals--and that was his mistake. From the ruins of his hideout, Bessie and an ally salvaged the ridiculously high-backed upholstered chair he had sat in while commanding his followers. Due to the presence of arcane symbols subtly included in the design of upholstery, Bessie was certain the chair held powerful magic. Although it radiates very faint magic, 
   Bessie was not able to discern the chair's purpose until after she had moved to England, where an occult historian recognized the chair as the creation of Judge Edward Marston, a judge from a rural part of Northern England who lived from 1802 to 1873. He held his judgeship from 1844 through 1860. Common history records him as a fair-minded man who put the law ahead of such things as wealth or accidents of birth and the social status and clout that came with it, as well as a man who enjoyed parties--both hosting and attending. Secret histories record him as a skilled artificer, who created, among other things, objects to help him excel as a lawyer and judge. Few details are known about his creations, and even fewer are known to still exist. (Aside from the chair, Marston is known to have created a magic gavel and judge wig, the purpose of either of which is unknown.)
   The Throne of Judge Marston the Merry was so nicknamed by close friends. Marston first created it when he was named judge, and he always sat in it while presiding over his court and passing. After he retired, he reupholstered the chair, and it then sat at the head of the banquet table in his manor's great hall--and just as he had presided over his court from it, he spent the rest of his life celebrating with his friends from it. 
   Marston died childless and his will divided his holdings and property among 12 different families of close friends or individuals he thought worthy. It is unknown how the Throne of Judge Marston the Merry ended up in the United States, let alone in Hollywood.
   Bessie Love initially had kept the Throne with most of the artifacts and magical souvenirs she collected during her adventures, but once it had been determined it was basically harmless, she moved it to her dining room.

Powers of the Throne of Judge Marston the Merry
When a character is seated in the throne, he or she gains a +10 bonus to Sense Motive skill checks, as well as a +10 bonus to Fortitude saves made to resist all resist all toxins and poisons.

Drawbacks of the Throne of Judge Marston the Merry
None.

Bessie Love, seated in the Throne of Judge Marston the Merry

After the Throne of Judge Marston the Merry became a fixture in Bessie Love's dining room, the small-framed Bessie delighted in having drinking contests with men and women who should be able to keep their liquor far better than she (because, as the saying goes, if you're not cheating, you're not trying). She would also tend to question suspicious characters in that room, while seated in the chair.
   After Bessie Love's death in 1987, the Throne of Marston the Merry returned to the United States and it presently stands in the study of a New York City-based mystic who is known as the Sorcerer Supreme.

Wednesday, August 4, 2021

RPG-a-Day #4: Weapon -- The Sword of Judgement

For the fourth installment of the 2021 RPG-a-Day month-long event, the theme is "Weapon" so here's a magic sword that's thematically related to some previous posts here at the blog, such as The Awakened: Blessings in Disguise. As with most of the posts in this series, this post is pure 1st draft material, so any feedback you care to offer is appreciated and may be used to guide future revisions.





THE SWORD OF JUDGEMENT 
The Sword of Judgement is one of several artifacts of unknown origin that have appeared and disappeared throughout human history. It is a broadsword with a blade that's just short of 4 feet in length, with a hilt that appears like flared wings, and a hilt that is made so the weapon can be wielded one- or two-handed.
   The Sword of Judgement is rumored to have been wielded by one of the Seven Archangels and to have fallen to Earth when that mighty being perished during the titanic battle between the Heavenly Host and those who joined Satan's rebellion against God. The fact that the blade is etched with script that has defied all translation and the mighty powers of the sword seem to support this notion.
   When drawn, the symbols etched on the blade light up with a reddish glow. At the end of the second round of combat, the blade seems to catch fire and transmute into a solid fiery beam. The process reverses itself when the last foe has surrendered or been slain

Benefits of the Sword of Judgement
This is a +4 weapon that deals base damage of 1d8+4 and gives the wielder a +4 bonus to attack rolls. Targets struck with an attack roll of a Natural 20 burst into flames that burn for 4 rounds. The target suffers 1d8 points of fire damage each round until the duration expires. The fire can only be extinguished by submerging the target in holy water for a full round.
   If the target is struck with another attack roll of a Natural 20, they burning duration is extended by an additional 4 rounds. If the target goes below -10 hit points while burning, his or her body crumbles into ash and cannot be resurrected by any means except through the direct intervention of a god or an extremely carefully worded wish spell. A burning target must roll a successful Fortitude save each around (DC12) to suffer only half damage.
   If wielded against an evil god, a devil, a demon, or a cleric who serves and evil god, the sword's attack and damage bonus increase to +8.
  The wielder of the Sword of Judgement gains a +4 bonus to Diplomacy skill checks and a +4 bonus to Intimidate skill checks.

Drawbacks of the Sword of Judgement
The wielder must never strike the first blow with the sword, unless they are moving to defend an innocent being who is under attack. Instead, the wielder of the Sword of Judgement must allow them to surrender or to attack him or her first; the wielder of the Sword of Judgement is permitted to parry the incoming attack or disarm the attacker. If an opening blow is parried, or an attacker disarmed, the wielder of the Sword must again allow the attacker to surrender. Only once blood has been drawn can the wielder attack without penalty.
   If the wielder of the Sword of Judgement strikes the first blow in combat, he or she must roll a Fortitude save (DC14) or suffer 1d4+4 points of fire damage. For the duration of the combat, the Sword only grants a +2 bonus to attack rolls and no bonus to damage.
   If the wielder of the Sword accepts the first blow and/or didn't attack a surrendering foe, the wielder of the Sword of Judgement rolls initiative and and engages in combat as normal, gaining all the benefits listed above.



(All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller. All rights reserved.)

Tuesday, August 3, 2021

RPG-a-Day #3: Feat Ideas from Key Words

Here are some d20 System feats inspired by the key words for the third RPG-a-Day prompt. (I may be doing this wrong, but if you have comments or thoughts, feel free to share.)


These feats are strictly 1st-draft material that flowed straight from my head and onto your computer screen. Any comments you wish to make are welcomed. (All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller)

Grounded in Reality [General, Smart Hero]
You naturally form a strong mental image of your surroundings and are hard to fool by illusions and similar trickery.
   Prerequisite: Situational Awareness feat
   Benefit: By foregoing initiative (automatically going last in a combat, or taking a full round action), the character gains a +2 bonus to Will saves to resist illusions and all mind-effecting magic and environmental effects or creature abilities. This bonus stacks with other Will save bonuses. 
   Additionally, when re-entering a room or otherwise limited space that he or she has previously been in (even for just a moment), the character may instantly notice curious changes, like pictures on the walls changing, or furniture now standing at a different angle, or one bust of a matched set on a mantle that was there before but is now gone. The GM rolls a secret Spot check (base DC11, with any environmental modifiers that seem appropriate) for the character to notice, and then points out the possibly adventure-relevant or other curious changes in the space. 
   The character (or his or her allies) must still use other appropriate skills--such as Search or Research--to determine exactly what is going on in the area. The character with this feat gains a +2 bonus to skill checks related to the search, while granting all allies searching +1 bonuses to their skill checks.

Risk Assessment [General, Fast Hero]
You can quickly determine how dangerous a situation is and adjust accordingly.
   Prerequisite: Situational Awareness feat
   Benefit: At the beginning of a combat encounter before initiative is rolled, or before making a skill check to undertake a dangerous non-combat action, the character may take a full round action to evaluate the situation and carefully study opponents and surroundings. The character gains the full benefit of his or her Defense Rating during this round, and may take 5-foot adjustments to seek cover from ranged attacks if necessary. During this time, the character is observing foes and evaluating their skill levels and combat tactics, or performing an extra careful analysis of the risky action he or she is about to perform.
    If in a combat situation, the character rolls imitative at the beginning of the next round. The character gains a +2 bonus to all attack rolls, saving throws, and skill checks made  for the rest of the combat encounter.
   If the character was evaluating the circumstances under which to perform a non-combat action, the character gains a +4 bonus to whatever the main skill check for the action is, as well as a +2 bonus to any skill checks that are immediately related to the action 

Situational Awareness [General, Fast Hero]
You are keenly aware of your surroundings and any lurking threats.
   Benefit: Gain a +2 bonus to all Listen, Move Silently, Search, and Spot skill checks.


I suppose one can say these feats belong to the Situational Awareness group. Perhaps there's an idea for a little product collecting new and existing feats and perhaps a couple talent trees in that. (Something along the lines of Feats of Seduction and Subterfuge or Feats for Those Who Carry a Badge.)