Showing posts with label NUELOW Games. Show all posts
Showing posts with label NUELOW Games. Show all posts

Thursday, April 10, 2025

NUELOW Games: Tariff free since 2011, tariff free now!

Are you worried that tariffs imposed by the Donald Trump are going to make the prices of your favorite games, comics, and books skyrocket, because they are primarily manufactured some place outside the U.S.? Well, we are here to put your mind at ease with alternatives... 


If the tariffs and the additional expense they bring worry you, and if you don't want your fun-time to cost more than is reasonable, you should check out NUELOW Games! Don't let the Bad Orange Man pick your pocket! Get your RPG material, comics, and fiction from NUELOW Games! No tariffs now, no tariffs since 2011, no tariffs ever! Click here to see the 300+ TARIFF FREE offerings!

If that sounds overwhelming, or you like games but not comics, or you like comics but not pages and pages of non-illustrated stories (also known as short stories and novellas), of if you just want to peruse art collections and RPG material, then use these links for more narrowly focused listings of what NUELOW Games has to offer.

DriveThru Comics for comics anthologies that also contain game material and fiction.

DriveThru Fiction for fiction anthologies and novelettes, some of which also contain game material and/or comics, bit most of which do not.

DriveThru Cards where you'll find the rules for a couple card games we developed. Maybe someday, we'll actually make the cards instead of giving you the play-test experience by making you use a normal deck of cards to play.

There are over 350 different offerings available from NUELOW Games, so it's likely that you'll find one or two items that you think will be worth your time... especially if you take the low, low tariff-free prices!

But don't take our word for it. The Donald himself knows the score.


Wednesday, November 15, 2023

NUELOW to bring More Sex and Violence

Among the items produced by NUELOW Games (the little publishing outfit headed by yours truly) is a series of clip art/stock art collections that's cleverly named the NUELOW Stock Art Collection. It consists of themed collections of public domain art reworked from comics and pulp magazines in a way that make them easily used in just about any sort of book or online project that buyers can think of.

By Max Plaisted

A few years back, we released a set featuring "mature" action- and horror-oriented illustrations that was titled "NUELOW Stock Art Collection #18: Sex and Violence". It did quite well... and now we're releasing a follow-up that's titled "NUELOW Stock Art Collection #28: MORE Sex and Violence". (Clever titles is one of our specialities, as you can see.)


"MORE Sex and Violence" will be available this Friday at the usual places. Among the featured artists are Hannes Bok, H.L. Parkhurst, and Max Plaisted... and today we bring you a few of the included Plaisted illustrations, in order to preview the set.

By Max Plaisted
By Max Plaisted
 
By Max Plaisted
By Max Plaisted

To see more drawings by Plaisted and a host of other artists--and perhaps even find some low-cost art that's what you need to illustrate a project you are putting together--check out "NUELOW Stock Art Collection #28: MORE Sex and Violence" later this week at DriveThruRPG and DriveThruFiction!





Tuesday, September 19, 2023

It's Talk Like a Pirate Day!

 This is our annual post in observance of Talk Like a Pirate Day. This year is a special one, because it's the tenth anniversary of NUELOW Games NOT getting its long-planned follow up to ROLF: Pirates vs. Fairies. To mark the occasion, here's the character who may some day star in something. Maybe. We hope...

Meet Captain Kidd (Kandy Kidd), as given form by artist North Stuart.

Captain Kandy KIdd, by North Stuart


Tuesday, August 29, 2023

Sometimes, you have a really, really bad day...

If you think things are going wrong for you, this might help put things in perspective. Click on any panel for a larger, more easily read version.






















(This tale of extremely bad luck can be read in its entirely in "The Three Lives of Fantomah: Mystery Woman of the Jungle" from NUELOW Games.)

Wednesday, June 14, 2023

Some art by June in June!

June Brigman is perhaps best known for being to co-creator of the excellent 1980s/1990s series from Marvel Comics, Power Pack. She has been gracing covers and interior pages of American comic books of pretty much all genres since her first foray into comics as a penciler during the early 1980s.

Here's a small sampling of artwork from Brigman's pencil over the past three decades, starting with a very nice illustration of the original Black Cat.

Black Cat by June Brigman



Supergirl by June Brigman

Power Pack by June Brigman

Cloak & Dagger by June Brigman

Elektra by June Brigman



Saturday, June 10, 2023

A Saturday Strip...

We hope you enjoy this graphic tale of a lady who takes it all off! (Music to set the proper mood can be found here.)

'Stripper' by John Bolton and Karl M, Page One


'Stripper' by John Bolton and Karl M, Page One

Tuesday, July 26, 2022

Bessie Love and the Spirit-Infused Coffee

In early 1925, actress and secret crusader against supernatural evil Bessie Love stopped a monstrous scheme to spread madness and destruction throughout Los Angeles and beyond by infusing demonic spirits into coffee beans that would then be shipped throughout southern California. By going under cover in a coffee shop, she traced the origins of the demon-possessed coffee beans and put an end to the cabal of devil-worshipers behind it. She also made sure that any remaining coffee they'd performed their ritual on was destroyed.

Bessie Love in "The Heiress at Coffee Dan's" (1916)
Bessie Love, undercover and hunting for cursed coffee.


As long-time visitors to Shades of Gray are undoubtedly aware, we reveal long-hidden secrets about silent movie star Bessie Love on an irregular basis. In those posts, we typically include some roleplaying game rules inspired by her adventures. We add to the series today, with something that's a little different: We're offering an RPG scenario idea inspired by Bessie's adventure.




THE MYSTERY OF THE DEADLY COFFEE
A Modern-Era Adventure Idea by Steve Miller

THE BEGINNING
A sudden rash of violent murders against either random people, coworkers, or family members, is plaguing the city and slowly spreading across the nation. If the murderer is taken alive, he or she claims to have no memory of what happened. The only common thread is that Spirit-Infused Coffee (a medium-roast made from Arabica beans) has been found in the home or workplace of the killers. Standard analysis of the coffee shows no toxins or unexpected ingrediencies. Even if it is banned from stores, there's no way to stop the firm from offering it via mail order, and their legal team crush anyone who tries to interfer with the selling of the coffee. In fact, the claims that it might be driving people to murder becomes the motivating factor for TikTok Challenges.

WHAT'S GOING ON?
The coffee is literally infused with spirits. Demons are summoned during the roasting process, and they are literally cooked into the beans, and those who drink the coffee are extremely likely to fall victim to demonic possession.


EFFECTS OF DRINKING SPIRIT-INFUSED COFFEE
Roll 3d6 against the following table to determine what happens to those who drink the Spirit-Infused Coffee:
   3. Nothing but a pleasant caffeine jolt.
   4-5. Characters become overly horny and will be on a constant hunt for sexual partners. When advances are rebuffed, they must make successful Will saves (DC13) or attack the target of lust.
   6-7. Characters constantly desire food and drink, and it has to be high quality. When denied, or served bad food, the characters must make successful Will saves (DC13) or attempt to kill anyone who is perceived as standing in the way of a desired meal.
   8-9. Character must roll a Will save (DC13) whenever they are around cash or in shops. If the saving throw fails, they attempt to steal the money or some valuable item from the store. Anyone who tries to stop them is violently attacked.
   10-11. Characters stop going to work and instead just lounge about their homes all day, sleeping whenever possible. If the coffee is consumed at work, they must make successful Will saves (DC13) or immediately stop work and just be lazy. Anyone who tries to get them to stop sitting around is violently attacked.
   12-13. Once per hour characters must roll Will saves (DC13) or be filled with homicidal rage against the nearest, most obvious target. (If it's someone or something in some sort of media, the characters must seek that person or place out). The rage lasts until the target is eliminated, and will grow to encompass anyone perceived as being between the characters and their ultmate target.
   14-15. Characters who see someone displaying obvious wealth, someone who is physically attractive, or who may simply just be enjoying a good time with friends, must roll Will saves (DC13) or violently attack that person. They will also attempt to steal whatever valuables the target is carrying. (This could be mugging, or a mass-killing, depending on the situation.)
   16-17. Characters become extremely self-satisfied and filled with pride over everthing they they do. They will constantly brag about themselves and demand recognition and praise. They must roll successful Will saves (DC13) if anyone denies their greatness, or violently attack the offender.
   18. Nothing but a pleasant caffeine jolt.

The evil spirit that has been infused into the coffee drinker remains in his or her body for six days, or until a Will save is failed. During that time, the coffee drinker cannot be possessed by other demons, no matter how much of the spirit-infused coffee they might drink. The coffee drinker will have only the haziest of recollections of the time he or she was possessed, and will remember nothing once he or she turns violent.

ENDING THE THREAT
It will be up to the PCs to discover the true nature of Spirit-Infused Coffee and stop the spread of evil! They will have to get into the roastery and destroy the ritual site, and kill the demonologist behind the scheme. If their IDs are discovered during this process, they will find themselves hounded by the law firm (who are literally devils' advocates), even if they avoid any consequences from the authorities.

--
The section "Effects of Drinking Spirit-Infused Coffee" is released under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miller 2022

Also in the general area of acknowledgements, we want to state that this post was inspired by real-world "spirit-infused coffee". When ad ad for coffee augmented with the flavors of various forms of hard liquor showed up in Steve Miller's Facebook feed, the idea for an adventure scenario popped into his head. (And if the roastery that was the inadvertent inspiration for this post comes along, recognizes the image of their product that we appropriated and modified--please don't us!)

Tuesday, May 31, 2022

Bessie Love and the Mist Maiden's Kit

It time for us to reveal another chapter in the secret life of actress/adventuress Bessie Love. As is our habit, we translate the magical artifacts she encountered during this adventure in d20 System roleplaying game rules.

Bessie Love

--

 In October of 1928, Bessie Love traveled to Seattle, WA. She was her way to what was rumored to be the most haunted lighthouse in the world on Devastation Point, but the night her train pulled into the Seattle station, a series of brutal murders began. Someone was stabbing and mutilate young, beautiful, and free-spirited women... someone who seemed to simply dissolve into the rain or mist after performing the hideous deed. The killer eventually claimed eight victims and became known as the Seattle Creeper.

Love eventually tracked and defeated the killer, discovering that she was a librarian whose fiance had cheated on her with several women and then jilted her at the altar. The woman had a vast amount of arcane knowledge, which she used to acquire a trio of stealth-enhancing artifacts collectively known as the Mist Maiden's Kit, and then went on her murder spree. 

After defeating the murderous woman, Love added the artifacts to her collection. She would, on occasion, use the Mist Maiden's Kit during her investigations since its potential drawbacks were minor and more inconvenient than dangerous. 


Bessie Love, Flapper
Bessie Love wearing the Mist Maiden's Kit

d20 SYSTEM RULES
The rest of the text in this post is released under the Open Game License, and it may be produced in accordance with those terms. 

The Mist Maiden's Kit
In 1924, a young couple, Carlton Jamieson and Lisa Svensen decided to become "rum-runners" and smuggle illegal liquor from Canada and across Lake Erie. The couple already ran an "underground railroad" that smuggled criminals and other people on the run across the Lake Erie from Cleveland and into Canada, so was a small thing for them to expand into a new and lucrative area.

Carlton and Lisa were both from families who were long-time practitioners of sorcery and they used their arcane knowledge to facilitate their smuggling ventures, be they transporting humans or booze. Lisa had crafted a number of items that augmented stealth while Carlton enchanted their boat to travel more quickly and quietly across the waters. Although young, Lisa was already renowned for her ability to transform or conceal items or beings, and had earned the nickname "The Mist Maiden." (It was a small irony that Lisa was an expert at stealth magic, since she loved being fashionable and loved being the center of attention.)

Sadly, the couple's magic was no protection when hardcore gangsters decided they wanted to take over their operation, and killed Carlton while sinking the boat. A heartbroken Lisa used her magical gifts to take revenge on those who murdered her beloved. She used the same magical tools that had once helped her avoid detection while smuggling to gain access to those who murdered Carlton and execute them.

When the last man involved with the murder was dead, Lisa wished that she could be reunited with Carlton, and she dissolved into mist, leaving behind only the stealth-augmenting artifacts she was wearing--the Galoshes of Stealth, the Raincoat of Protection, and the Rainhat of Hiding. Each of the three items have a magical effect when worn, but their individual magical auras combine to provide the wearer with the ability to dissolve herself and all things worn or carried into vapor and then later reversing the process.

The Galoshes of Stealth
This is a pair of tan rubber overshoes that can be fastened to protect the wearer's calves as well. (During the 1920s, it was fashionable for young women to leave their galoshes unfastened, with the tops either folded or flapping loose.)
   The Galoshes of Stealth protects the wearer's feet (and lower legs, if properly fastened) from any liquid she might step in, up and including lava. Additionally, the wearer can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

The Raincoat of Protection
This is a black-trimmed, tan raincoat that's covered in a delicate, floral pattern that conceals the magical runes powering the item's enchantments. The pattern matches that on the Rainhat of Hiding.
   The Raincoat of Protection grants the wearer a +2 to AC/DR, as well as a +4 bonus to saving throws made to resist effects and damage from element-based spells and abilities. Finally, once it is brought out of the rain, it is immediately dry and clean.

The Rainhat of Hiding
This is a black-trimmed, tan rainhat that's covered in a delicate floral pattern that conceals the magical runes powering the items enchantments. The pattern matches that on the Raincoat of Protection.
   The Rainhat of Hiding grants the wearer a +4 bonus to all Hide skill checks and a +4 bonus to Move Silently checks. The bonuses are lost if the wearer intentionally calls attention to him- or herself, such as making an attack, a loud noise, or waving around a flashlight or bright object. The bonuses can be restored if the character can duck out of view of watchers.
   Like the Raincoat of Protection, this item is immediately dry and clean once it is brought out of the rain.



Combined Powers of the Maiden's Kit
When worn together, the three items give the wearer the ability to turn into a cloud of fine mist that is roughly the same shape and size as the character when wearing the Maiden's Kit. In order to transform, the wearer must take a full round action to will herself to assume a misty form, and make a successful Willpower saving throw (DC8). If the check fails, another attempt can be made the following round.
   Once transformed into mist, the character gains the following benefits:
   * Gains +20 bonus to all Hide checks when outside in the dark, and a +10 bonus if inside in the dark. If someone were to  Is completely undetectable through normal means when in mist or fog.
   * Can do anything a cloud of mists can do, such as flow through a crack under the door or a window. The character leaves a very faint trail of moisture.
   * Can move across the surface of water at the same movement rate as if on solid, even ground. (The character cannot enter the water, however.)
   * Immune to physical attacks, but also cannot make attacks or cast any spells, defensive or offensive.
   * +4 bonus to all saving throws against effects and damage from magical and supernatural attacks.

The transformation ends if the character loses consciousness, is subjected to an anti-magic field, dispel magic (at a 20th-level caster strength), or takes a full round action to will herself back into a solid state with a successful Willpower saving throw (DC12). If the Willpower roll fails, the character remains in her misty state for 1d12+2 hours before finally becoming solid again.

--
For a complete index to all of Bessie Love's adventures that have been revealed here at Shades of Gray, click here.

Wednesday, July 7, 2021

D20 Cat People

The basics of the Cat People can be found in this post (in which they were revealed to be stalking Shades of Gray favorite Milla Jovovich). This post expands on some of that information while providing rules for creating Cat People player characters in d20 System games.
   The material in this post was inspired by the classic films "Cat People" (1942) and "Curse of the Cat People (1944), and the not-so-classic "Cat People" (1982).

Cat People lobby display from 1942


D20 CAT PEOPLE
All text in this post from this point forward is released under the Open Game License. It may be produced in accordance with the terms described in the license. Copyright 2021 Steve Miller.)

Who are the Cat People?
They are whatever fits best into the GM's campaign (or as determined by these tables), but, in general, they are an ancient species of beings that are closely related to Humans and who have lived among us since before the dawn of recorded history. They appear Human generally, but they are often able to change into either the form of a great cat and/or a humanoid form with feline characteristics. If they are to be used as player characters, they should not all be hostile toward humanity... although it's possible that a player character with Cat People blood may not know of his or her true nature initially.

Creating Cat People Characters
Cat People characters are generated in the same fashion as Humans in your preferred d20 System variant, with the following changes:
   Racial Bonus: When created, Cat People characters gain ability bonuses of +2 Dexterity and +2 Charisma. They are naturally agile and can project an aura of friendliness (or the opposite) when they want to.
    Starting Feats: Cat People characters must choose Blood of the Cat People (see "New Feats and Talents", below). Additionally, the character must choose one of the following as the second feat: Acrobatics,  Alertness, Athletic, Agile, Blind Fight, Confident, Deceptive, Favored of Bast, Jump, or Run.
   Special Ability: Cat People have the inborn ability to shape change from their human form into either the shape of a panther, or a humanoid with feline features. They must learn how to use this ability, however. Mastering their shapeshifting abilities is represented by a talent tree, Cat People Forms. (See below.)

Simone Simon in "Cat People"



NEW FEATS AND TALENTS
The following feats and talents are unique to the Cat People.

FEATS
Cat People characters have access to the Cat People group of feats through the started feat Blood of the Cat People. They may select  one of these feats in place of feats and bonus feats gained from classes and level advancement.


Existing Feats
The following feats from the base rulebook are part of the Cat People group. In addition to the new feats listed below, they may also select feats from the following list: Acrobatics,  Alertness, Athletic, Agile, Blind Fight, Confident, Deceptive, Improved Initiative, Jump, Lucky, and Run.


New Feats
The following new feats are part of the Cat People group.

Blood of the Cat People [Starting Feat Only]
You are one of the Cat People. Whether or not you are aware of your true nature and heritage, the blood of an ancient race blessed by the goddess Bast herself, runs through your veins.
   Benefit: The character has an affinity for felines and gains a +4 bonus to any skill rolls involving felines.
   Special: The character gains access to feats of the Cat People feat group. These feats may be selected whenever the character would gain feats through level advancements or class bonuses, and may be chosen in place of feats prescribed in class descriptions. The character must still meet any prerequisites to qualify for the feat.

Danger Sense [General, Cat People]
You have an uncanny ability for sensing trouble just before it strikes.
   Benefit: The character gains a +2 bonus to all Sense Motive and Spot skill checks.

Favored of Bast [Cat People]
The patron of the Cat People has looked favorably upon you, and she has granted you a special talent.
   Prerequisite: Blood of the Cat People feat
   Benefit: Gain a +4 bonus to all d20 rolls made in an effort to help, defend, or advocate for otherwise defenseless beings. The character also gains a +2 bonus to Sense Motive and Spot checks.

Feline Affinity [Cat People]
You have a particular way with cats of all kinds.
   Prerequisite: Blood of the Cat People feat
   Benefit: By taking a full round action and making a successful Charisma check (DC12), the character turns felines with Intelligence scores of 1-3 friendly towards him and neutral toward allied characters. He can influence a number felines equal to his Charisma bonus. The creatures remain calmed for the duration of the encounter with them, or until they are attacked by the character or his allies. Targeted felines must be within 30 feet of the character, and they must be able to see him under normal visibility conditions.
   Special: When selecting this feat, you gain a +4 bonus to Handle Animal skill checks involving felines.

Lucky [Cat People]
You lead a charmed life.
   Prerequisite: One attribute above 12
   Benefit: Once per game session, you may declare a single attack roll, skill check, or saving throw that faled to be a success. The success is never a critical.
Special: This feat can be replaced with "The Reports of My Death..." under the right circumstances. See "The Reports of My Death..." for more details.

Shadow Meld [Fast Hero, Cat People]
You can use even the slightest shadow to "hide in plain sight."
   Prerequisite: Hide 6 ranks, Move Silently 6 ranks
   Benefit: When in an area that features at least some shadow, the character gains a +8 bonus to Hide skill checks.

"The Reports of My Death..." [Cat People]
You were dead... but you got better!
   Benefit: If the character dies (reduced below -10 hit points, disintegrated, blown to tiny bits, lost and drowned at sea, eaten by rabid weasels--any death, no matter how mundane or terrible), this feat allows them to instantly return from the dead. The character reappears somewhere out of harm's way, with 1/4 of his or her hit points and a semi-plausible explanation of how he or she survived (the GM or player may invent something).
   The feat can only be used once. After the character has miraculously (perhaps literally) escaped death, the feat must be replaced by one of the following (with all prerequisites needing to be met): Attentive, Cautious, Dodge, Lucky, Never Say Die
   Special: There is no benefit from this feat until the character dies. If the character possesses the Lucky feat, the character can replace it with this feat after he or she is killed, essentially getting a two-for-one on rising from the dead.
If the character replaces this feat with Lucky, the cycle can repeat itself.

Simone Simon in "Cat People" (1942)


NEW TALENT TREES
The talents on the "Cat People Forms" tree represent the mastery the Cat People may develop over their shape changing abilities. The talents on the "Chosen of Bast" tree are gained by Cat People who have been tasked to be her agents on Earth--and they may eventually gain completely immortality.

Cat People Forms
The Cat People are born with the ability to change between a human form, a feline animal form, and a humanoid hybrid feline/human form. Changing between forms is a conscience effort and one that takes practice, physical strength, and mental focus to do. 
   Clothing and equipment does not transform with the character. It may be dropped or torn during a transformation.
   If one of the Cat People falls unconcious or goes to sleep while either in the animal or hybrid form, he or she reverts to his or her human body within 1d4 hours.
   Unlike lycanthropes, if one of the Cat People is killed in animal or hybrid form, he or she does not revert to their human body. 
   Great Cat Form: As a full round action, and with a successful Willpower check (DC11), the character may switch to or from human to animal form--specifically, the form of a panther. If the check fails, the character may attempt to transform again the following round.
   When in animal form, the character gains all the abilities, attributes and qualities of a panther (one of the Great Cats, click here for rules details) with the following adjustments: The character retains his or her base saving throw modifiers (unless the animal form provides better ones), class abilities, and benefits and bonuses gained from feats and talents. The character also retains his or her hit points (unless the basic animal form provides better hit points), as well as his or her Intelligence, Wisdom, and Charisma attribute scores. Some class abilities, feats, and talents are not usable in animal form; common sense should easily allow GMs and players to determine what those are.
   With the GM's permission, the character's cat form may appear different than a panther==and may even conform stat-wise to one of the other great cats--but it remains the same for each transformation once specified.
   Prerequisite: Blood of the Cat People feat
   House Cat Form: As a full round action, and with a successful Willpower check (DC11), the character may switch to or from human to animal form--specifically the form of a black house cat. If the check fails, the character may attempt to transform again the following round.
   When in animal form, the character gains all the abilities, attributes and qualities of a small feline, typically referred to as a "house cat" (click here for rules details), with the following adjustments: The character retains his or her base saving throw modifiers, class abilities, and benefits and bonuses gained from feats and talents (unless the animal form provides better ones). The character also retains his or her hit points, as well as his or her Intelligence, Wisdom, and Charisma attribute scores. Some class abilities, feats, and talents are not usable in animal form; common sense should easily allow GMs and players to determine what those are.
   With the GM's permission, the character's house cat form may appear differently than described, but it remains the same for each transformation once a look has been settled upon.
   Prerequisite: Blood of the Cat People feat
   Hybrid Form: As a full round action, and with a successful Willpower check (DC15), the character may switch to or from human to a hybrid human/animal form that is humanoid with feline characteristics. If the check fails, the character may attempt to transform again the following round.
   While in hybrid form, the character retains all his or her base attribute scores, saving throw modifiers, class abilities, and benefits and bonuses gained from feats and talents. The hybrid from grants the following advantages, all of which stack with any other similar bonuses: +2 to Strength attribute; +4 to Dexterity attribute; Lowlight Vision; Natural Weapon--Bite attack, +4 melee, damage 1d4+3; +4 skill ranks to Balance, Climb, Jump, Listen, Move Silently, and Spot.
   Prerequisite: Great Form talent

Chosen By Bast
You have felt the touch of Bast upon you and you have been blessed with near-immortality.
   Unaging: The character remain the age at which this talent is selected talent. The character can still be aged by extraordinary, magical or supernatural effects, but . Further, you no longer need food or drink to survive, although you still feel hunger and thirst.
   Prerequisite: Favored of Bast feat
   Immunity: Select a type of damage from the following list. You are immune to all damage of that type. Acid, Cold, Electricity, Fire, Piercing, Poison/Venom, Magic.
   This talent can be selected more than once. Each time it is chosen, a different immunity must be specified.
   Prerequisite: Unaging talent.

Cat People (1942) promotional art

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If you enjoyed this post, you can find many more like it at the NUELOW Games blog. If you REALLY enjoyed this post, please consider buying one or more of the actual game booklets written, co-written or otherwise produced and published by your kind host, Steve Miller. It will encourage him to make more!



Tuesday, June 29, 2021

Milla Meets the Cat People

It's time for another of our quarterly visits with a favorite here at Shades of Gray: Milla Jovovich!

Milla's been menaced by virus-borne monsters, hunted by assassins, and kidnapped by mandroids. Now, the Cat People are being a pain in her neck! 

Milla Jovovich Meets the Cat People

But who are they? What do they want? Find out by rolling on the following random tables, which allow you to generate a random story outline that you can then turn into an adventure to use with players in a roleplaying game. (NUELOW Games has released an entire book of this sort of thing, themed around murder mysteries, which you can get a copy of here. You can also see more random outline generators and similar material at the NUELOW Games blog. )

WHO ARE THE CAT PEOPLE? (Roll 1d6)
1. Invaders and/or refugees from an alien planet
2. Explorers from an alien planet
3. Visitors from another dimension
4. Neighbors who have been living among humanity since the dawn 
    of civilization.
5. Travelers from a secret city, deep in the jungle.
6. Refugees from the Hollow Earth.

WHAT ARE THEIR POWERS (Roll 1d6)
1-2. Standard lycanthropes who transform from humans into 
    black panthers (1-4) or tigers (5-6) when subjected to appropriate 
    triggers. Natural felines are frightened around them.
3. Shapeshifters who can turn from humans to black panthers (1-4) 
    or tigers (5-6) at will. They have amazingly good rapport with 
    natural felines.
4. Shapeshifters who can turn from humans into humanoid cat-beings 
    (their true forms). They have amazingly good rapport with natural 
    felines.
5. Shapeshifters who can turn from humans into black panthers or 
    humanoid cat-beings at will. They have amazingly good rapport 
    with natural felines.
6. Roll again. The Cat People are as described, but they are locked in 
    their human forms due to a curse.
   (Additionally, see "d20 Cat People" below, if you're using a d20 System-based rules set.*)

WHAT DO THEY WANT? (Roll 1d6)
1. To find lost Cat People who are unaware of their true natures due to an ancient curse, remove said curse, and return them to their civilization.
2. To conquer Earth.
3. To return home.
4. To breed with humans to make more Cat People.
5. To stop a demonic invasion of Earth.
6. To remove an ancient curse that is slowing causing them to go extinct.



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*If you like the d20 System, and you liked this post, come back next week when we'll present rules for D20 CAT PEOPLE!


Saturday, June 26, 2021

The terror of the KILLDOZER!

Here's a series of tables that you can use to randomly generate ideas for an adventure inspired by artwork from the great Gil Kane for a rejected cover for a comic book adaptation of the 1941 short story "Killdozer" by Theodore Sturgeon.
   Roll a six-sided die and record the result to make your basic outline. If results seem incompatible, you can re-roll, or you can use them as a mysterious element in your story and/or an avenue to come up with a truly outlandish and unique backstory for the rampage of the Killdozer!


NIGHT OF THE KILLDOZER
A Randomly Generated Roleplaying Game Adventure Outline

A series of mishaps and accidents at a worksite culminate with a bulldozer rampaging through the area, crushing everything and everyone in its path. Will the player characters put an end to the nightmare, or will it put an end to them?

WHEN DOES THE STORY TAKE PLACE [optional]
1. In the early 1930s.
2. In the mid-1940s.
3. In the late 1950s.
4. In mid-1970s.
5. In the early 1990s.
6. In the late 2020s.

REGION WHERE DOES THE STORY TAKE PLACE [optional]?
1. In Main, in the north-eastern United States.
2. Near Hadrian's Wall in northern England
3. Near Four Corners in the American Southwest.
4. In southern Afghanistan.
5. In the Amazonian Jungle.
6. In Egypt, not far from Cairo.

WHERE DOES THE STORY TAKE PLACE (SPECIFICALLY)?
1. At a newly opening mine.
2. At a mine that is reopening.
3. At a construction site.
4. At an archeological site.
5. At a lumber camp near a river or lake
6. At a decommissioned military facility

"Killdozer" by Gil Kane

HOW DO THE HEROES BECOME INVOLVED?
1-2. They are hired to provide security.
3-5. They are part of the project from the beginning.
6. They uncover rumors of strange events that have happened at 
     the site through the centuries, and they come to investigate.

WHAT IS THE WORK TAKING PLACE?
1. Mining
2. Logging
3. Road Construction
4. Demolition of an Abandoned Mental Hospital/Secret 
    Government Research Facility
5. Archeological Excavation of an Area Once Home to a 
    Mysterious and Long-Lost Civilization
6. Construction of a Housing Development

WHAT GIVES LIFE TO THE KILLDOZER?
1. Spells protecting a buried Atlantean artifact that have been 
    activated because the vault housing it has been partially 
    unearthed and damaged.
2. Angry spirits (3d6, maximum of 13) of those interred at an 
    ancient burial ground on the site.
3. Demons (3d6, maximum of 13) who were trapped in buried 
    containers but were released when they were damaged.
4. Nature spirits (1d3+1) summoned by militant environmentalist 
    mystics who want to avenge the damage the project is doing 
    to the Earth.
5. An alien device has projected its awareness into the Killdozer.
6. Highly advanced circuitry and an IA, created and installed 
    by a mad scientist.



WHO GAVE LIFE TO THE KILLDOZER AND WHY?
1-3. The "who" and "why" are the same as the "what"; the very 
     activity on the site animated the Killdozer.
4. A crazed mystic seeking revenge against the funders or leaders 
    of the project.
5-6. A mysterious cabal that wants to keep things buried on the site 
     exactly where they are.

WHAT DOES THE KILLDOZER WANT?
1-2. To destroy everyone and everything in its path, for the sake 
    of destruction.
3. To avenge the damage to nature that has been caused by the work 
     at the site.
4. To have proper respect shown to the location and the supernatural 
     beings who dwell there via the performance of ancient, now very 
     obscure, rituals.
5-6. To be transported to another world/dimension.

HOW CAN THE KILLDOZER BE STOPPED?
1-2. Explosives. Lots of explosives.
3. Ramming it with other heavy machinery until it's destroyed.
4. Finding a way to communicate with the spirits/demons animating 
    it and putting them to rest.
5. Letting it run out of gas.
6. Uncovering an ancient artifact hidden at the site (or nearby) and 
    turning it on the Killdozer.

IS IT TRULY OVER?
1. Yes. The Killdozer is destroyed and work can continue safely.
2. More or less. The root cause of what animated the Killdozer may 
     cause more mayhem unless additional action is taken.
3. No. Once the Killdozer is stopped, the force animating it seizes 
    control of another vehicle on the site. (Treat as #2 if the solution
    is to put angry spirits/demons to rest.)
4. No. Once the Killdozer is stopped the force animating it possesses 
    workers and the site, turning them into homicidal puppets. 
    (Treat as #2 if the solution is to put angry spirits/demons to rest.)
5. No. Once the kill Killdozer is stopped, the force animating it turns 
    ALL vehicles at the construction site in murderous engines 
    of destruction.
6. No. Once the Killdozer is stopped, a mystical burst of 
    energy transports everyone at the site to the distant past (1-2); 
    an alien planet (3-4); a nightmarish other-dimensional hellscape 
    (4-6).

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If you enjoyed this post, you can find more outline generators and other ideas for your roleplaying campaigns at the NUELOW Games blog! And if you REALLY liked this post, you should consider buying some of the many products by Steve Miller & Friends, here, because it will encourage them to make more!

Saturday, May 29, 2021

Look Kids--Comics! (Plus an RPG supplement)

In the mid-1990s, Evan Dorkin published an anthology series at Slave Labor Graphics titled "Dork". It featured a few different series of short comics features (like the sit-com spoof "The Murder Family"), newspaper strip spoofs (like "Myron the Living Voodoo Doll") and random humorous comics ranging in length from one panel to several pages, and from silly to viciously biting. Some were original to the pages of "Dork", and others were reprinted from elsewhere.

Here's a small sample of the comic strips for your amusement! (Selected from "Dork #1".)



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As an extra-special treat, here's material that lets you incorporate Myron the Living Voodoo Doll into your roleplaying game campaigns.


Myron the Living Voodoo Doll by Evan Dorkin
AN RPG SUPPLEMENT

Design: Steve Miller * Eye Rolls: L.L. Hundal
Based on "Myron the Living Voodoo Doll" by Evan Dorkin
(Myron the Living Voodoo Doll is used without permission... 
and in the hopes that Mr. Dorkin doesn't sic lawyers or Myron on us.)


INTRODUCING MYRON
Myron is the most unusual of voodoo dolls. He is alive, and he wanders about of his own volition. He does not initially seem different from other voodoo doll, but he has the following unique traits:
   * Myron is self-aware and he can speak. If a person thinks to talk to him, he will respond. He will explain his unique nature, but only if asked. (Myron is too busy contemplating the meaningless nature of existence to volunteer information to those he encounters.)
   * Myron can't help but become bonded either to the last person who handles him, or a person that individual chooses to place a curse upon. Whatever harm (or other extreme physical situation, such as being flung across a room) that subsequently befalls Myron also happens to the person who is subject to his inherent voodoo magic. Once bonded to Myron through his voodoo enchantment, (Myron doesn't necessarily want bad things to happen to people, but he is a voodoo doll so he can't help it.)
   * Myron is a tireless wanderer who is forever seeking new horizons. He never remains in one place for more than a few days. He is also one of the greatest escape artists to ever exist. Once he decides it's time for him to move on, there is nothing that prevent him from doing so. (Myron is completely immune to magic that tries to bind him or keep him trapped. Any such attempts cause him to teleport to a random location far, far away... while the person who attempted to magically trap him is subjected to Myron's inherent voodoo curse.)
   * If Myron is destroyed, he reforms 1d6 days later at a random location (see "Where in the World is Myron?, below). If someone had intentionally tried to destroy him that person is now subject to Myron's inherent voodoo curse--until it is shifted onto someone else. (Myron cannot be destroyed by any conventional--or even unconventional--means. The only ways to put an end to his existence and the inherent voodoo curse he carries is to either convince him that he doesn't exist via philosophical debate, or to bring him into the presence of God [the Clockmaker, the Creator, the Big Guy Himself], which will make Myron realize that existence is not meaningless.)

HOW DO THE HEROES ENCOUNTER MYRON? (Roll 1d6)
This table is used to both determine how the party first meets Myron, as well as how they might randomly encounter him again later. 

1-2. They find him among the property of a foe they've just defeated.
3. One of them receives a package from an unknown sender. Myron is inside.
4. His is found laying outside one of their homes.
5. A friend (or even an enemy) contacts them and begs them to track Myron, because he or she has fallen victim to Myron's curse and is suffering from random injuries and other mishaps.
6. He drops into one of their laps. Literally.

The GM should roll 1d20 once per game month after the party's first experience with Myron is resolved. On a roll of 1, they cross paths with him again.



WHERE IN THE WORLD IS MYRON (Roll 2d20)
This table is used to determine where Myron can be found.

2. On a city street
3. In a daycare center
4. In a prison
5. In a city dump
6. At a train station
7. At a bus depot
8. By the sea shore
9. Along a busy highway
10. Along a country road
11. In the highlands
12. In a swamp
13. In a forest
14. In a jungle
15. In a desert
16. On a golf course
17. In a school
18. At a construction site
19. In the mountains
20. In a coal mine
21. In a cemetery
22. In a war zone
23. In a crack house
24. In a teenaged girl's bedroom
25. In a teenaged boy's bedroom
26. In a church
27. In a mosque
28. In a synagogue
29. In a serial killer's lair
30. In a politician's office
31. Floating on a lake
32. On a weather balloon
33. Floating on a river
34. In a high-rise office building
35. In a top secret government lab
36. On Paradise Island
37. On Gilligan's Island
38. At John Wick's house
39. At the home of a player character's loved ones
40. At a NASA or other space-exploration launch site.


HOW LONG DOES MYRON STAY? (Roll 1d6)
Myron stays in any given area for a limited amount of time, even if the party arranges for him to be trapped (as indicated in "Introducing Myron"). This table determines how long he can be found in the area determined by rolling on "Where in the World is Myron?"

1. 24 hours
2. 48 hours
3. 72 hours
4. 1d6 days
5. 1d6 weeks
6. 1d20+10 hours
   After the indicated period of time has passed, the GM rolls on on "Where in the World is Myron?" to determine where he can next be found.

DAMAGE SUFFERED FROM VOODOO CURSE (Roll 1d12)
Each day, it's relevant to determine if a character is injured due to being subject to Myron's inherent  voodoo curse, the GM must roll 1d12. On a "12" he or she rolls on the table below to determine what harm comes to the sufferer. If 1-2 hit points are taken, the character suffers minor discomfort or a sudden appearance of bruises or mild burns. Anything beyond that is painful and possibly lethal. Charactes may roll appropriate saving throws and benefit from any resistances to types of damage they may possess.
   Myron is destroyed if he takes more than 30 hit points of damage. He reappears at a random location 1d6 days later. While Myron is out of commission, there is no need to see if a cursed character suffers an injury.

Types and Amount of Damage
1. Cold Damage: 2d10
2. Crushing Damage: 2d10
3. Drowning Damage: 2d10
4. Electrical/Energy Damage: 2d10
5. Falling Damage:  2d10
6. Fire Damage: 2d10
7. Cold Damage: 4d10
8. Crushing Damage: 4d10
9. Drowning Damage: 4d10
10. Electrical/Energy Damage: 4d10
11. Falling Damage:  4d10
12. Fire Damage: 4d10

'Myron the Living Voodoo Doll' by Evan Dorkin


(If you enjoyed this post, there's lots more at the NUELOW Games blog. Go check it out!)

Sunday, February 14, 2021

The Great Cupid Gender Swap

In celebration of Valentine's Day, here's an idea for a campaign subplot and new magic item. (All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2020 Steve Miller.)


Cupid's insane sister, Himera, has trapped him in a pocket dimension, and she has taken over as the Spirit of Love. She wants to move up from mere minor entity to full-fledged god, and she is appearing to characters with Charisma scores of 16 or better, and Wisdom scores of 12 or better, with an offer: "Promise to be loving and kind to those who deserve kindness. Promise to defend and protect romantic lovers wherever you find them. Promise these things, and I will give you power and make you a Soldier in my Army of Love."
 
Dolores Brinkman as Cupid

When a character agrees to be a Soldier in the Army of Love, a silver chain with a heart-shaped ruby pendant appears around his or her neck. The necklace cannot be removed, and, although it does not radiate magic, it is a powerful artifact that grants its wearer the following abilities:
    * +5 bonus to hit with all bows, all bows and missiles they fire are treated as if they are enchanted weapons
    * Use charm person as a spell-like ability a number of times per day equal to the character's Charisma bonus. The character's total levels is the caster level.
    * If the amulet is flipped around so it hangs down between the character's shoulder blades, if the character utters the command word "It's the Power of Love", a pair of ghostly wings appear on his or her back that function as a feather fall spell cast at 20th level. The spell effect is limited to the character, although he or she can share the effect with one other creature (up to Medium-size) if it is embraced tightly.

Himera will continue to appear to the character from time to time, sometimes offering helpful hints in solving whatever problems the character and his or her allies are currently facing, and other times she will ask that assistance be provided to star-crossed lovers under dire threat.
    When the character next gains a level, Himera appears to him or her and demands that the character become a Priest/Cleric/Mystic (or whatever class casts divine magic in your campaign). If the character refuses, he or she, and close friends, allies, and others he or she cares about, are transported to the pocket dimension where Cupid is imprisoned. They must then help the actual Spirit of Love escape from captivity and put his sister back where she belongs.
    Even if the character chooses to become a priest of Himera, at some point he or she is bound to do something that offends the capricious entity and will find him- or herself banished with all their friends and loved ones to Cupid's prison.





Thursday, October 22, 2020

Bessie Love and the Gourdians

In 1928, during her time fighting supernatural evil as The Love Bug, actress and secret warrior in the battle of good vs. evil, Bessie Love liberated a Gourdian from enslavement by an evil necromancer. She posed with him for a portrait, and he visited her and her family every Halloween for the rest of her life.

Bessie Love posing with a Goudian



THE GOURDIANS
Tens of thousands of years ago, during the height of the Atlantean civilization on Earth, a misfired experiment in pushing the boundaries the Aeromancy and Biomancy magical disciplines flooded a pumpkin patch with magic and brought into existence a whole new species of beings. The Atlanteans named them "Gourdians" and the beings didn't really care what others referred to them as, so the name stuck.
   Most of the Gourdians exist in a non-corporeal state, drifting through the boundaries between this universe and parallel realties, as well as this plane of existence, the spiritual realms, and the dimension that the Witchkind call home (generally considered part of the Realm of Fairies). They appear like floating, ghostly pumpkin with feet and occasional hats. They also manifest spindly arms with three-fingered hands when they need to wave or give someone the middle finger. Their faces appear as if they were carved out of their surface and it appears like there is a bright light glowing within them.
   Once a year, when the dimensional veils are weakened during the time some mortals describe as October 30th through November 2nd, the Gourdians cross over onto the Earth plane. While here, they are semi-corporeal, and they can interact with our world to a limited extent.


GOURDIAN STATS AND ABILITIES
  * Gourdians appear in groups of 3d4-2.
  * Gourdians have a base Intelligence, Wisdom, and Charisma scores of 8, but each increases by 1 for each Gourdian that is assembled together (to a maximum of 18).
  * Gourdians have 1 rank in all existing skills (attribute bonuses apply when appropriate).
  * Gourdians are treated like 12th-level Fast Heroes (Rogues) for puroses of saving throws and attack rolls.
  * Gouridans have 12 hit points. When reduced to 0 or less, they do not die, but instead become non-corporeal and are banished back to the spaces between dimensions.
  * They can lift objects using the telekinesis spell, as a spell-like ability, at will. The can also use telekinesis offensively twice per day, four times on October 30th through November 2nd.
  * When non-corporeal, Gourdians cannot be harmed nor can they do anything but observe their surroundings. They are invisible except to true seeing spells and spell-like abilities. They cannot be harmed in this state, except with a wish spell... and the only thing that can be done is that they must be wished out of existence.
  * Gourdians can use fear as a spell-like ability twice per day, four times on October 30th through November 2nd.
  * Gourdians can use planeshift as a spell-like ability twice per day, four times on October 30th through November 2nd.
  * Gourdians have a permanent true seeing ability, and they can look into any dimension adjecent to the one they are currently in.
  * Gourdians can cast bless or curse as spell-like abilities twice per day, four times on October 30th through November 2nd.
  * Gourdians may grant a worthy person up to three wishes on October 31. (They usually do this for those who have sacrificed a great deal to to good deeds, or who combat evil against all odds.)
  * Gourdians may initiate mental contact with any intelligent being that is within their lines of sight. The target hears a distant whisper, and the GM is to ask if the target chooses to listen. They can carrying on a mental conversation with a willing target for as long as 13 minutes, making themselves automatically understood in the target's native language. Only one Gourdian can be in contact with a target at a time, and they can only contact a single individual at a time. Unwilling targets may roll a Will save; if the save is successful, the Gourdian still makes contact but can only communicate for three minutes.
   Gourdians usually contact people they want to help, warn, or, in the case of evil beings who have incurred their wrath, terrorize... but sometimes they just want to chat or tell jokes. (They love telling bad jokes.)

One of the Witchkind, who is not amused by this Gourdian's jokes


GOURDIANS IN PLAY
Gourdians like spending time on Earth, especially on Halloween. Although they usually just hang around the Witchkind, they will sometimes roam far and wide, helping heroes and making life difficult for villains.
   Gourdians can be trapped using a special variant of the lesser planar binding spell and a specially prepared lamp (oil-burning or one that takes a candle). A single Gourdian can be trapped in a lamp, and the person who trapped it can force it to use its spell-like abilities on targets he or she specificies until the Gourdian has been forced to use three wishes. If the Gourdian is commanded to harm an Atlantean, one of the Witchkind, or other Gouridans, it is freed and will attack the person who trapped it. The Gourdian can also be liberated if the lamp holding it is smashed or targeted with dispel magic. A freed Gourdian will offer to grant wishes to the person who freed it.