Showing posts with label OGL Modern. Show all posts
Showing posts with label OGL Modern. Show all posts

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!)

Wednesday, June 15, 2022

Bessie Love and the Crown of Eternal Mastery

We once again provide a glimpse of a time when Bessie Love (as part of her secret battle against supernatural evil) perhaps saved the world... but at the very least took a powerful magic item out of malicious hands. As per usual, we translate the item into roleplaying game terms via the d20 System.

 
Bessie Love

On Halloween, 1928, Bessie Love had her first of many encounters with evil-doers trying to harness magic and enchanted artifacts left behind after the fall of ancient Atlantis. She prevented a necromancer from harnessing the powers of the Gourdians, and, in doing so, came into possession of the Crown of Eternal Mastery. She even wore it to a Halloween Party that night--where she accidentally gained some insight into its powers. (Bessie found herself to be a better dancer than she had ever been before, as well as feeling more limber and dexterous while waring the Crown. She took this to mean that it enhanced a person's agility and dexterity. She failed to imagine the full power of the item, and she put it away in her collection of magical artifacts without ever realizing the truth.)

THE CROWN OF ETERNAL MASTERY
This is a large, elaborate headdress that consists of a caul that's covered with a complex and tangled arrangement of gemstones and pearls on strings or set into delicate platinum frames.  It represents the pinnacle of magical craftsmanship based in a fusion of the now-mostly forgotten Atlantean magical disciplines of Biomancy and Technomancy. It absorbs all knowledge and skills possessed by someone who dies while wearing it, allowing others to later access and use it as if it was their own. Each pearl contains the sum total of experience and knowledge possessed by a person who has passed on. Each gem houses not only a person's knowledge and experience but their personality as well.
   If it is subjected to methods that reveal magical auras, the Crown of Eternal Mastery is revealed to be imbued with powerful magics of an undeterminable variety. If the character attempting to analyze the item's magical aura is a skilled at creating enchanted items, he or she can make an Arcane Lore or Spellcraft skill check (DC18) to determine that there are faint undercurrents of abjuration and necromantic magic in the otherwise alien emanations.

Using the Crown of Eternal Mastery
When worn, the Crown of Eternal Mastery provides the wearer with a +2 bonus to Will saves. Additionally, the character can gain bonuses to skill checks and attack rolls for a limited time.
   Unless the character somehow gains access to ancient Atlantean means of determining the functions of magical items, the Crown of Eternal Mastery will initially seem to function at random. Whenever the character wearing the Crown makes an attack roll or skill check, the GM should roll against the following table. The character gains the indicated bonuses for the duration of the encounter; until another skill check is made; until the character falls unconscious or goes to sleep; or for six hours. The GM decides which of the three options makes the most sense in the context of when the item is triggered.
   The bonuses provided by the Crown stack with all other bonuses. The bonuses do not count for purposes of damage resistance against non-magical weapons.

d20 Roll    Result
1                +4 bonus to all Strength-based skill checks.
2                +2 bonus to all Strength-based skill checks,
                  +2 bonus to all melee attack rolls/melee damage rolls.
3                +4 bonus to all Dexterity-based skill checks
4                +2 bonus to all Dexterity-based skill checks,
                  +2 bonus to all ranged attack rolls.
5                +4 bonus to all Constitution-based skill checks.
6                +4 bonus to all Intelligence-based skill checks.
7                +6 bonus to all Craft skill checks.
8                +4 bonus to all Wisdom-based skill checks.
9                +4 bonus to all Charisma-based skill checks.   
10              +6 bonus to all Perform skill checks.
11              +4 bonus to attack/damage with bladed melee weapons.
12              +4 bonus to attack/damage with blunt melee weapons.
13              +4 bonus to attack/damage with thrown weapons.
14              +4 bonus to ranged attack rolls.
15              +8 bonus to all Knowledge skill checks.
16              +8 bonus to all Perform skill checks with instruments.
17              +8 bonus to Acrobatics and Perform (Dance) skill checks.
18              +8 bonus to Hide and Move Silently skill checks.
19              Roll twice on this table, ignoring and re-rolling additional
                  results of 19. Gain both benefits.
20              Gain instant knowledge of the purpose of the Crown
                  and how to properly use it.

Whenever the character is under one of the benefits of the Crown, he or she feels like some unseen presence is there, watching. The GM should also secretly roll 1d6. On a "6", the character hears a faint voice, a barely audible whisper that is so faint the character can't hear what is being said. The third time the character hears the voice, he or she is finally able to discern the words: The voice is explaining how to use the Crown of Eternal Mastery.

Using the Crown of Eternal Mastery Properly
The character wearing the Crown of Eternal Mastery may attempt to invoke its powers once per round. To do so, the character takes a standard action, and the player rolls a Willpower saving throw (DC11). If the roll is successful, the player declares which of the following benefits the character gains:  
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under the physical attributes (Strength, Dexterity, Constitution).
   * +4 bonus to all attack rolls, and a +4 bonus to all skill checks under mental attributes (Intelligence, Wisdom).
   * +4 bonus to all attack rolls, and a +6 bonus to all skill checks under the Charisma attribute.
   * +6 bonus to all Demotions, Disable Device, Hide, and Move Silently skill checks.
   * +8 bonus to all Knowledge skill checks.

The bonuses lasts for six hours, or until the character chooses another set of bonuses. The bonuses also end if the character falls unconscious or goes to sleep while wearing the crown. (See "Drawbacks of the Crown of Eternal Mastery", below, for more.)
   If the Will saving throw to properly activate the Crown's benefits fails, the GM rolls on the table of random bonuses.

Drawbacks of the Crown of Eternal Mastery
If the character falls unconscious or goes to sleep while wearing the crown, one of the personalities in housed in the gems takes control of the character's body. The character retains all physical attributes (Strength, Dexterity, Constitution), but the Charisma attribute is temporarily reduced by 2 points. Mental attributes (Intelligence and Wisdom) are replaced by those of the controlling spirit. The possessing spirit has access to all of the player character's memories and skills, as well as well as its own. The spirit is motivated primarily by a desire to keep the player character safe and help him or her to succeed. (Whether the GM plays the character while it is inhabited by a different spirit is up to the GM.)
   If the player character dies while wearing the Crown of Eternal Mastery, his or her spirit is instantly absorbed into one of the Crown's gems and is added to the preserved knowledge and skill mastery preserved within it.

Destroying the Crown of Eternal Mastery
Any method that will destroy a normal magic item will destroy the Crown of Eternal Mastery. However, 1d6+2 angry ghosts emerge from the Crown and attack those who are attempting to destroy it. 

--
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2022 by Steve Miller. 

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.

Tuesday, April 28, 2020

The Secret Life of Joan Blondell

Joan Blondell smiling
Joan Blondell, Ninja Cutie (?)
Evidence has emerged that actress Joan Blondell (who is best known for her roles in films from the early 1930s) belonged to one of the secretive Ninja Cutie Clans. This has been suspected by those who have read the journals of Bessie Love (who led a secret life herself as the Love Bug), but now there is proof.



Take a look at these photos. Who but a highly trained ninja assassin could safely traverse a tiled roof in high heels while carrying a bow and arrow?

Joan Blondell on roof with bow and arrow



Further, who but a Ninja Cutie would smile so prettily while firing an arrow through her quarry's heart?























The fact that Blondell was already known to be an expert swordswoman is further evidence supporting the theory that she was a deadly (but cute) ninja!

Joan Blondell in fencing gear.





All that said, more research is needed before it can be fully stated that Blondell was a Ninja Cutie. The evidence uncovered so far points equally to her being a practitioner of the arcane secrets known only to the Sisters of Bastet.

Joan Blondell portrait with cat statue

--
As is our wont when making up things about actresses from the Golden Age of Hollywood, we like to include some roleplaying game rules that either sprang from the process of making things up, or which prompted us to do so. With that in mind, here are a couple of feats for the d20 System game. (If you find any of this amusing or entertaining, maybe you want to check out the Ninja Cuties d20 Modern supplement from NUELOW Games. Click on that link to get it. Selling copies will encourage us to make more stuff, either for sale on the blogs!)

BACKWARDS AND IN HEELS [Ninja Cutie, Sister of Bastet]
Not only do high heels not slow you down, they make you deadlier!
   Prerequisite: 3rd level, Dex 14, Cha 14...
   Benefit: When wearing high heels, except for stiletto heels, the character gains a +2 bonus to all the following skills: Balance, Bluff, Climb, Jump, Move Silently, and Perform (dance).

BACKWARDS AND IN STILETTO HEELS [Ninja Cutie, Sister of Bastet]
Whether you have them on your feet or in your hands, you make stiletto-heeled shoes as dangerous as the knife they are named for.
   Prerequisite: Backwards and in Heels feat
   Benefit: When wearing stilettos, you gain a +2 bonus to Diplomacy and Intimidation skill checks. Additionally, you wield a stiletto as a melee weapon that deals a based damage of 1d6 points.
   Special: When this feat is selected, the character automatically gains Exotic Melee Weapon Proficiency (stiletto heel shoe) as a bonus feat. Additionally, the character can wield two stiletto-heeled shoes at once without any penalties if she possesses the Two-Weapons Fighting feat.

(Special Thanks to L.L. Hundal for shoe insight.)

Thursday, November 12, 2015

Master Key: Keeping an Eye on Evil!

Art by Paul Gattuso
When a mysterious ray from outer space shot through amateur astronomer Ray Cardell's telescope lense and into his eye, he was left with strange powers. Now, he can see through solid objects, melt metal or burn flesh with a glance, and bend others to his will by locking eyes with them. Naturally, he turned to fighting crime, because that's what one does after being struck by a mysterious ray from space.


NUELOW Games has collected the five best Master Key stories in a single volume, cleverly titled Master Key. The stories are by Charles Sultan  and Paul Gattuso and they feature the quirky mix of superheroics and hardboiled crime fiction that's previously been seen in NUELOW's Black Dwarf (which also featured Gattuso's work) and Dynamic Man.

In addition to the off-beat comics, Master Key contains all-new  rules for OGL Modern that focus on vision-based superpowers, such as x-ray and heat vision--Master Key's main superpowers. This never-before-seen material is by yours truly, and it is easly incorporated into any d20 System-based game that uses talent trees, even if you don't use any other part of NUELOW's OGL superpower rules.

You can see previews or get your own copy of Master Key from RPGNow by clicking here. It can also be had from DriveThruComics and DriveThruRPG.


Sunday, August 23, 2015

The Sorceress of Zoom strikes again!

The multiverse's most dangerous femme-fatale returns in NUELOW Games's "The Sorceress of Zoom: Down to Earth". The book features five weird tales in which the Sorceress tries to gain control of Earth's magical treasures and faces off with hardboiled gangsters, Eastern mystics, and Morgana La Fay of Camelot! Here are a few preview pages...




The book also contains OGL d20 Modern roleplaying game rules that detail the artifacts the Sorceress uses to control her flying city, and others that will facilitate the creations of cross-reality games in the mode of TV show "Sliders"--not to mention the opportunity for PCs to chase the Sorceress as she moves from universe to universe.

Click here for more information, or to get your own copy of "The Sorceress of Zoom: Down to Earth" at DriveThruComics.com.

Monday, November 3, 2014

Now available from NUELOW Games --
The Three Lives of Fantomah: Book Two

Fantomah has been accurately described as the first female superhero in comics. Readers were first introduced to her in Jungle Comics #2 (cover date Feb. 1940), a full two years before the celebrated debut of Wonder Woman. Fantomah soon lost the superhero flavor.

Fantomah, as drawn by Richard Case
When series creator Fletcher Hanks was replaced with a mixed bag of artists and writers who worked under the house-name "W.B. Hovious." From Jungle Comics #16 through #26, Fantomah moved away from the fearsome incarnation of nature's vengeance that she had been under Hanks, and became increasingly a "jungle girl"-type character. She still had magic powers, but they were increasingly de-emphasized as she gained a faithful pet panther, rescued and took charge of a lost boy--and generally came to seem more like a female Tarzan.

Fantomah's "jungle girl" period is the subject of The Three Lives of Fantomah: Book Two from NUELOW Games. It presents the six best episodes from Jungle Comics #16 - #26, together will all new roleplaying game rules that will let you bring Fantomah-style magic to your OGL Modern d20 games. For a sample of the game content, click here to visit the NUELOW Games Blog.

The majority of the art in The Three Lives of Fantomah: Book Two is by Richard Case, although some stories were penciled and/or inked by "W.B Hovious." I designed the new game content, as well as wrote a small piece of fiction intended to shed light on why Fantomah is transfirming -- and to set up her final transformation that will occur in Book Three.

I hope you will download a copy of The Three Lives of Fantomah: Book Two. Click here to see previews of the book. If you do, be sure to tell me what you think of it.

And please keep en eye out for Book Three some time after Christmas.

Fantomah: When she kicks ass, she doesn't bother taking names.



Wednesday, September 24, 2014

NUELOW reveals the lives of Fantomah

Many comics fans will tell you that Wonder Woman was the first female superhero. Others will tell you that it was Phantom Lady. True masters of trivia will tell you it was the Woman in Red.

Truth is, they're all wrong.

The first female superhero, Fantomah, saw print in Feb. 1940, in the pages of Jungle Comics #2.

Created by writer/artist Fletcher Hanks (working as Barclay Flagg), the earliest "Fantomah" stories carried his trademark powerful character type dishing out extreme supernatural justice against evil-doers. Here's a splash panel from one of the early Fantomah stories that tells you everything you need to know about her -- other than her habit of turning villains into strange creatures or dispatching them violently. Oh -- and her own ability to turn into a terrifying skull-faced Furie when angered.

The "first life" of Fantomah
Unlike other Hanks creations, Fantomah continued past his involvement with the strip, evolving as it passed through the hands of other creators (working under the name W.B. Hovious). The surreal, macabre flavor that Hanks brought to most of his work faded quickly from the series, and for a time Fantomah was not very different from jungle girls, such as Sheena, Queen of the Jungle.

Fantomah, with Ken and Fury, during her "second life."
Eventually, it was revealed that she was the lost ruler of the City of Khefra, and for the final 20 or so episodes of the series she ruled justly while fighting off challengers to her throne. As she claimed her inheritance, the last vestiges of the powerful magic she had once wielded seemingly faded forever. The series came to a close in Jungle Comics #51.

The undead stalk Fantomah, Daughter of the Pharohs, during her "third life."
NUELOW Games has just released The Three Lives of Fantomah: Book One. It contains four of Fletcher Hanks' best Fantomah stories, as well as one by "W.B. Hovious," all spotlighting Fantomah during her "first life" as a vengeful demi-goddess. The book also contains an all new OGL Modern/d20 System prestige class and related feats that set out to capture the unusual nature of Fantomah's development over the course of her series.

Like most of NUELOW Games' releases, it's co-edited by yours truly, and I am also responsible for the game design. I hope some of you will check it out and let me know what you think.

And, of course, I hope you'll like it well enough to come back for Books Two and Three!

Wednesday, August 20, 2014

The arrival of Zoom!

I am co-editing and writing material for a new three-volume series from NUELOW Games featuring the classic Golden Age magical femme fatale -- the Sorceress of Zoom!

The Sorceress of Zoom is the most powerful magic-user on her home world. She rules the flying city of Zoom, and she travels through space and time seeking to take whatever, and whomever, her heart desires. For the people of her world, few things are more terrifying than the sight of Zoom appearing in the sky, because the Sorceress always gets what she wants and others pay the price.

Click here to see previews of The Sorceress of Zoom, or to get your own copy. As a further preview, here are some splash pages from the book. It contains five "Sorceress of Zoom" stories and a new approach to incorporating magic into the OGL Modern d20 System roleplaying game.




Thursday, July 31, 2014

Bring chills to your summer with 'Feary Tales.'

My latest NUELOW Games project is now available from DriveThruComics and the other usual outlets. Titled Feary Tales, it's got six short horror comics inspired by classic fairy tales. Four of them were drawn and written by the great Steve Ditko. In addition to the comics, the book features a new race for use as a monster or player character in your OGL Modern or other d20 System games.

By way of a preview, here are three of my favorite pages from the book.



You can see more previews, or get your own copy by clicking here. It is on sale at 25% the usual price through August 1.

Tuesday, July 15, 2014

Coming Soon:
'Complete Golden Age Oddballs:
Angela & Miss Espionage'!

The fourth volume in NUELOW Games' "Complete Golden Age Oddballs" series is pretty much finished. I'm just having another set of eyes review one of the pieces slated to go in it, because I'm feeling a little insecure about its quality even though the editor has said "Oh, for the love of Jesus, it's fine!" (in an exacerbated tone and British accent).

This volume is focused entirely on female characters, and the bulk of it was drawn by one of comics industry's first full-time professional woman artists, Ruth Atkinson. She is best remembered for creating "Millie the Model" and "Patsy Walker" for Marvel Comics precursor Timely Comics, but even before that she had worked at industry giant Fiction House on numerous adventure series in anthology titles like "Jungle Comics", "Ranger Comics", and "Wings Comics."

But NUELOW Games being NUELOW Games is collecting for the first time anywhere what is perhaps Atkinson's most obscure work. In 1947, she created the high school comedy series "Angela" for Eastern's "Club 16." The series lasted four episodes, vanishing when Eastern pulled the plug on this attempt at cashing in on the teen comedy craze that "Archie" had started shortly before.

But as obscure as "Angela" is, "Miss Espionage" may be even more so. It appeared in two issues of "Power Comics" (#3 and #4) in late 1945 from Holyoke imprint Narrative Publications. This brief series is interesting, because it's may have been the first to use a post-World War 2 world as the backdrop for its action. The first story deals with a Nazi underground trying to lay the foundation for the return of the Third Reich, while the second deals with villains trying to rekindle hostilities between the United States and Japan. (It may also be of interest as it was written by the prolific and celebrated Bill Woolfolk and drawn by Rudy Palias and Maurice Whitman.)

And, of course, the book features a smattering of roleplaying game material inspired by the comics, as well as a text piece that brings the featured series together in the same universe... and that's the text piece I'm feeling a little insecure about. As I said up top, we'll see what the reader has to say.

In the meantime, here's a preview of "Complete Golden Age Oddballs: Angela & Miss Espionage" in the form of selected splash pages from the book.





Thursday, May 15, 2014

Judy of the Jungle Returns!

NUELOW Games has just released the second volume in the "Judy of the Jungle" series. It features some great "jungle girl" comics and short fiction, along with all-new material for use with jungle-themed d20 System roleplaying games. (Now... when I say the stories are great, I am biased, given that I edited the book. That said, out of all the Jungle Girls that graced the pages of comics back during the Golden Age, Judy's adventures are the ones that hold up the best. The artwork by Frank Frazetta and Ralph Mayo compares to favorably to any top artist working in comics today.)

Judy of the Jungle: Warriors of the Laughing Hyena is available at DriveThruComics, DriveThruRPG, and RPGNow.

You can click here to get your own copy, or to see previews.

And speaking of previews, here are some of the splash pages and spot-art from the book.
Click on the images to see larger versions.





If you decide to download Warriors of the Laughing Hyena, I hope you'll let me know what you think of the book. I can't make the projected Volume 3 better if I don't know what readers thought was wrong with Volume 2.

Wednesday, April 30, 2014

Meet the first Muslim Superhero!

NUELOW Games latest comics/RPG release shines the spotlight on Kismet, Man of Fate. This long-forgotten superhero appeared in the four quarterly issues of Bomber Comics during 1944, with the first and final issues coinciding with the opening and closing of Ellliot Publishing.

Kismet was one of numerous Nazi-stomping comic book characters who appeared in comics magazines during the early 1940s, but he stands apart from the crowd not only for his ability to carry off running around shirtless while wearing gloves, a fez and a cape, but also because he is the first Muslim superhero. (There were earlier Muslim comic book heroes, but none were so obviously religious as Kismet, nor did they have superpowers.

I've edited a book for NUELOW Games that's part of the Complete Golden Age Oddballs series. For the first time anywhere, it collects all four Kismet stories under one cover, together with an all-new text piece and roleplaying game material for ROLF! and OGL d20 Modern. In addition to the Kismet stories, the also features all three published cases for Penny Parker, Debutante Detective.

By way of a preview, here are the first pages for all the Kismet stories.




Click here to see more previews, or to get your own copy of Complete Golden Age Oddballs: Kisment & Penny Parker.

Wednesday, March 5, 2014

Picture Perfect Wednesday:
The Return of the Purple Tigress!

In 1944, the mysterious Purple Tigress was capturing hearts and breaking heads throughout Guardian City. Who was this mysterious woman? No one knew, and when her crime-busting exploits came to an end, still no one knew. But if you click here you can learn all her secrets, as they will be revealed by Steve Miller in the soon-to-be released e-book Golden Age Oddballs.

The Purple Tigress adventures are among the six stories featured in Golden Age Oddballs. As we wait for the book to be released by NUELOW Games, here are some modern visions of the mysterious crime fighter.

The Purple Tigress, as seen by Terry Beatty

The Purple Tigress and Friend, as seen by Butch.


(Despite what you might assume from Butch's drawing, and her striped bikini, the Purple Tigress is not a cat-themed superhero. In fact, she draws her name from the Purple Tiger Beetle of all things.)

Wednesday, December 18, 2013

That's no way to treat the mayor!

Earlier this week, NUELOW Games released another book in which I contribute a chunk of RPG material -- this time, a set of rules for creating superheroes in the d20 OGL Modern system with Golden Age teen heroes Dynamic Boy and Yankee Boy being statted out as examples of how to use the rules in practice.

The book in question is titled "Madden's Boys," and it's the fourth in a series of comics/rpg hybrid books spotlighting the work of Bill Madden, an artist who had a brief comics career in 1941 and then faded from the field. He had an energetic and quirky style that in many ways resembles that which would become with underground comics artists in the 1960s and 1970s. I feel that his art has stood up to the passage of time very nicely and that the total obscurity into which his small body of work has fallen is undeserved.

That said, like many Golden Age artists, Madden's execution is sometimes a little rough around the edges. In each of the collections I've worked on, there's always a panel or two that make me laugh... for unintended reasons. The sequence below comes from Dynamic Boy's origin story where he takes on gangsters and corrupt politicians:


Yes... taking his head off with a chair is indeed no way to treat the mayor! (But, whew!, turning the page we discover his head is still attached and his neck isn't snapped!)

Whether you are in the mood for some quirky, early superhero comics, or if you want to see a new way to handle super-characters in d20 Modern games, this is a book that's worth checking out. Click here to take a  look at previews and, I hope, to purchase and download your own copy.