Saturday, October 3, 2026

OSR Commentary - Using Neulow Games Supplements with The Amazing Adventures role playing game By Jason Vey

 




Integrating NUELOW Games supplements (published by Steve Miller) with Troll Lord Games’ Amazing Adventures creates a fast-paced, high-concept pulp comic book campaign. This picks up with me using Tricks, Treats & Terror



NUELOW supplements—such as Stardust the Super Wizard, Fantomah, Lady Satan, Weird Agents, The Power of the Orient, and their classic horror adaptations—pair public domain Golden Age comic strips and vintage fiction with lightweight 3.5e / d20 System / Open Game License (OGL) rules. Because Amazing Adventures is built on an OSR evolution of the 3e/d20 framework via the Siege Engine, converting NUELOW material into Amazing Adventures is seamless.

1. Core Conversion Engine: d20 / 3.5e to Siege Engine

NUELOW supplements rely on standard 3.5e/d20 mechanical conventions (DC ratings, skill bonuses, Fort/Ref/Will saves, and standard spell slots). Amazing Adventures uses the Siege Engine, which collapses these into Attribute Checks governed by a target Challenge Class (CC):

$$\text{Challenge Class (CC)} = \text{Challenge Base (CB)} + \text{Challenge Level (CL)}$$
  • Prime Attribute: CB = 12

  • Non-Prime Attribute: CB = 18

  • CL (Challenge Level): Set by monster Hit Dice, opponent level, or task difficulty rating.

Key Conversion Mechanics

  1. Saving Throws: Convert NUELOW 3.5e saves directly to Siege Attribute Checks:

    • Fortitude Save $\rightarrow$ Constitution Check

    • Reflex Save $\rightarrow$ Dexterity Check

    • Will Save $\rightarrow$ Wisdom Check (or Charisma for fear/mind control)

  2. Skill DCs: Convert NUELOW Skill Check DCs to Siege Engine CLs:

    • $\text{CL} = \text{NUELOW DC} - 10$.

    • Example: A NUELOW DC 15 Disable Device check becomes a Siege Check with CL 5.

  3. Hit Dice to Hit Points: Standardize NUELOW monster/NPC Hit Dice to Amazing Adventures d8 or d10 Hit Dice. Use HD as the base for Attack Bonuses and Saves.

2. Porting NUELOW Golden Age Super-Heroes & Villains

NUELOW specializes in resurrecting bizarre Golden Age comic characters (e.g., Stardust, Fantomah, The Eye, Daredevil). In Amazing Adventures, these characters can be used as Pulp Archetypes, Major NPCs, or Cosmic Nemeses.

Character Mapping Matrix

NUELOW Character / ConceptAmazing Adventures Class EquivalentPrimary PrimesSiege Adaptation Feature
Fantomah (Ancient Jungle Mystery)Arcanist / SorcererCHA, STRTransformations boost physical stats; magical curses use Charisma checks against target's WIS CB.
Stardust the Super WizardGadgeteer / Mentalist (High Level)INT, STRTreats cosmic ray pistols and weird rays as innate power slots or high-tech gadgets with charges.
Lady Satan (Occult Vigilante)Raider / OccultistDEX, WISCombines firearm combat feats with warding circles and demonic banishments.
Weird Agent (Government Paranormal)Agent / InvestigatorINT, DEXSpecialized training in occult forensics, firearms, and investigative Siege checks.

Super-Pulp Power Rules in Siege Engine

NUELOW features characters whose powers exceed standard human limits. To handle this in Amazing Adventures without breaking the game:

  • Power Check Target: Using a superpower requires an Attribute Check tied to the power's nature (e.g., Strength for super-physique, Intelligence for death-ray devices) at $\text{CB} + \text{Power Level}$.

  • Overcharging: A character can take $+3$ to $+6$ to their CL to double the range, damage, or area of a power, but failure inflicts Exhaustion or damages their primary Attribute score by $1\text{d}4$.

3. Adapting NUELOW Horror, Monsters, & Weird Science

NUELOW releases frequently feature vintage horror adaptations (The Phantom of the Opera, Varney the Vampire, Dracula's Guest) and weird science monsters.

Example Monster Conversion: NUELOW Jungle Ghost/Curse Monster
HD: 5d8 (22 HP)
AC: 15
Attacks: Claw +5 (1d6+3) or Spectral Gaze +5
Special Qualities:
  - Spectral Gaze: Target must succeed on a WIS Check (CB 12/18 + CL 5) or be Paralysed with terror for 1d4 rounds.
  - Undead Invisibility: Requires an INT or WIS Check (CL 5) to spot while obscured.
Saves: CB 18 (Non-Prime) / CL 5

Weird Science & Artifacts

NUELOW supplements often contain bizarre period artifacts (e.g., ray guns, freeze rays, mystic amulets). Translate these into Amazing Adventures Gadgeteer Items or Relics:

  • Charges: Give devices a limited charge pool ($1\text{d}10 + \text{Level}$).

  • Misfire Rules: On a natural 1 on an attack roll or gadget check, the NUELOW device explodes, dealing $1\text{d}6$ damage per remaining charge in a 10-foot radius.

4. Integrating NUELOW Campaign Settings & Modules

NUELOW supplements are designed to fit directly into 1930s–1950s pulp timelines, matching the core era of Amazing Adventures.

Recommended Integration Scenarios

  1. The Modern Weird War / Cold War Pulp: Use NUELOW’s Weird Agents or post-WWII superhero concepts alongside Amazing Adventures rules to run espionage campaigns fighting rogue occultists and alien infiltrators.

  2. Jungle / Lost World Expeditions: Pair NUELOW's Fantomah or Panther Woman modules with Amazing Adventures Raiders and Specialists exploring unexplored continents.

  3. Eldritch Detective Campaign: Combine NUELOW's Gothic horror adaptations (Varney, Gothic Classics) with Amazing Adventures Investigators and Blessed to run urban occult detective cases.

Friday, October 2, 2026

"Eyes of the Hawk, Ears of the Wolf, Strength of the Bear, Speed of the Puma!" Marshal Bravestarr, Tex Hex, & New Texas Campaign Setting For The Cepheus Engine Rpg

 Here are complete Cepheus Engine stat blocks and character profiles for the three central figures of New Texas, formatted using standard Cepheus Engine / OGL 2D6 conventions.

Marshal BraveStarr



"Eyes of the Hawk, Ears of the Wolf, Strength of the Bear, Speed of the Puma!"

A native of the planet Starr-Arra, BraveStarr was saved as a child by the mystic Shaman. Appointed Galactic Marshal to New Texas, he serves as the primary lawman protecting Fort Kerium and the surrounding frontier.

Marshal BraveStarr   Human Male   Age 30   6 terms   Cr 12,000
STR 11 (+1)  DEX 10 (+1)  END 11 (+1)  INT 9 (+0)  EDU 8 (+0)  
SOC 8 (+0)

UPP: BBBA88
Skills: Gun Combat (Slug/Energy) 3, Leadership 2, Melee (Unarmed) 2, 
Recon 2, 
        Riding (Equine/Cyber) 2, Survival 2, Mysticism 2, Athletics 1, Admin 1, Drive 1

Combat Statistics

  • Armor: Reinforced Lawman Duster (Armor 4)

  • Primary Weapon: Neura-Stunner Pistol (Gun Combat +1, Range: Pistol, Damage: 2D6 Non-Lethal / Stun, Magazine: 20)

  • Special Gear: Star-Badge Communicator (TL12 orbital link), Kerium Lasso, Cyber-Saddle Link.

Special Abilities (Shamanic Totems)

BraveStarr can channel Spirit Totems by spending 1 Power Point (Psionic/Mystic Pool: 6 PP) and passing an END or Mysticism check (8+). Effects last for 1D6 rounds:

  • Eyes of the Hawk: Telescopic, thermal, and EM vision. Ignores concealment/darkness; grants +3 DM to Recon and Gun Combat at Medium+ range.

  • Ears of the Wolf: Superhuman auditory sensing. +2 DM to Initiative; detects hidden or ambushing targets within 100 meters automatically.

  • Strength of the Bear: STR temporarily rises to 15 (+3 DM). Melee damage becomes 3D6+3; allows lifting or moving vehicle-scale objects up to 1 ton.

  • Speed of the Puma: Triples tactical movement rate. Grants +2 DM to Athletics/Dodge checks and +1 extra Minor Action per combat turn.

Thirty/Thirty

"I'm Thirty/Thirty! And I like to fight!"

BraveStarr’s partner is a Cybernetic Equestroid—a sapient, heavy-built cyborg equine who can alternate between galloping on all fours and standing on his hind legs to wield heavy artillery.

Thirty/Thirty   Cybernetic Equestroid   Age 34   7 terms   Cr 2,500
STR 14 (+2)  DEX 8 (+0)  END 13 (+2)  INT 7 (+0)  EDU 6 (+0)  
SOC 5 (-1)

UPP: EDD765
Skills: Heavy Weapons (Vehicle/Gunnery) 3, Melee (Unarmed/Hooves) 3, 
Gun Combat 2, 
        Survival 2, Athletics 2, Drive 1, Mechanic 1, Tactics (Ground) 1

Combat Statistics

  • Armor: Integrated Cyber-Plating & Heavy Frame (Armor 6)

  • Primary Weapon: "Sara Jane" Heavy Energy Cannon (Vehicle-Scale Weapon)

    • Stats: Range: Very Long (500m), Damage: 6D6 (AP 10), Magazine: 12 Kerium Cells, Traits: Two-Handed (Bipedal Stance Only), Heavy Blast.

  • Secondary Weapon: Cybernetic Hoof-Strike / Trample (Melee, Damage: 2D6+2).

Special Traits

  • Mode Shift: Can shift between Quadruped (Gait) and Bipedal (Combat) as a Minor Action.

    • Quadruped Mode: Base movement speed tripled (150m/round); can carry 2 human passengers comfortably; cannot wield Sara Jane.

    • Bipedal Mode: Standard movement (10m/round); full access to two-handed heavy weaponry and unarmed combat moves.

  • Stubborn Grit: May ignore the effects of being Wounded or Fatigued once per day for up to 10 combat rounds.

Tex-Hex

"You haven't seen the last of Tex-Hex, Marshal!"

 


Leader of the Carrion Bunch, Tex-Hex is a undead sorcerer-outlaw empowered directly by Stampede. He fuses dark mystical magic with cybernetic enhancements and high-tech weaponry to terrorize New Texas.

Tex-Hex   Undead Cyber-Sorcerer   Age Unknown   Cr 85,000
STR 9 (+0)  DEX 11 (+1)  END 12 (+2)  INT 10 (+1)  EDU 9 (+0) 
 SOC 3 (-1)

UPP: 9BCA93
Skills: Mysticism (Dark) 4, Gun Combat (Pistol/Rifle) 3, Deception 3, 
Persuasion 2, 
        Tactics (Raids) 2, Recon 2, Stealth 2, Driving (Skimmer) 2

Combat Statistics

  • Armor: Cyber-Undead Mesh (Armor 5, Immune to non-lethal/stun damage and poison/vacuum)

  • Primary Weapon: Dark-Magic Kerium Blaster (Gun Combat +1, Range: Medium, Damage: 3D6 Energy + 1D6 Dark Magic corruption)

  • Secondary Weapon: Mystical Bolts (Range: Short, Damage: 3D6 Life Drain—heals Tex-Hex for half damage dealt).

Special Abilities (Stampede's Blessings)

Tex-Hex channels dark magic (Mystic Pool: 10 PP):

  • Phantom Transformation (2 PP): Transforms himself into a flying red mist for up to 1 hour. In mist form, he is immune to all non-energy attacks and flies at 60m/round.

  • Summon Shadow Creatures (3 PP): Summons 1D4 shadowy serpent-like entities or phantom beasts to attack foes (Use standard Cepheus Engine Predator stats with Armor 2 and 2D6 bite attacks).

  • Corruption Pulse (2 PP): Creates an aura forcing all targets within 10 meters to make an END check (9+) or suffer a -2 DM to all skill rolls due to intense dark terror for 1D6 rounds.

Adapting BraveStarr—Filmation’s 1987 space-western sci-fi animated series—to the Cepheus Engine (a classic 2D6 20D100/Traveller-compatible OGL system) creates a unique setting: Gothic Western Space Fantasy.

Below is a complete setting sourcebook framework, including world mechanics, character creation, alien species, shamanic magic, and signature gear.

1. Setting Overview: New Texas

Located in a remote sector on the galactic frontier, New Texas is a harsh planet rich in Kerium, a highly unstable, immensely powerful glowing energy crystal. Kerium fuels interstellar starships and hyper-advanced weaponry, making New Texas a target for interstellar syndicates, outlaw bands, and corporate cartels.

Key Themes & Tone

  • High-Tech Western: Hover-crafts, laser-revolvers, cybernetic horses, and dusty saloon towns.

  • Frontier Lawlessness: The Galactic Council’s law reaches New Texas through lone Marshal offices. Law enforcement is outnumbered and reliant on grit and superior firepower.

  • Ancient Mystic Powers: Mystic shamans tap into primal spirits (represented as animal totems) to grant superhuman physical feats.

2. Character Creation & Species

In Cepheus Engine terms, characters follow standard character generation with specific sector-appropriate species choices.

Distinct Species

  1. Humans: The dominant settlers, prospectors, and lawmen on New Texas.

    • Trait: +1 to any one attribute during creation.

  2. Prairie People (Equestroids / Native Folk): Small, industrious burrowers native to New Texas who mine Kerium.

    • Trait: Small stature (STR -1), inherent +2 DM to Recon, Survival, and Mining-related checks.

  3. Cybernetic Equestroids (Thirty/Thirty's Species): Uplifted or cybernetically enhanced equines capable of switching between quadrupedal galloping and bipedal combat stances.

    • Trait: High Strength (STR +2, END +1). Can wield heavy vehicle-scale weaponry when standing on two legs.

  4. Saratoga / Alien Species: Amphibious, reptilian, or avian humanoids from neighboring star systems serving as traders, mercenaries, or bandits.

3. The Mystic Path: Shamanic Powers

Instead of standard Cepheus Engine Psionics, New Texas features Shamanic Magic / Spirit Animal Totems, famously channeled by figures like Marshal BraveStarr through Thirty-Thirty's mentor, Thirty-Thirty and Shaman.

Mechanics for Animal Powers

To tap into a spirit power, a character must possess the Psionics / Mysticism skill and pass an END or INT check (Difficulty 8+) using 1 Power Point (PP) per activation. Powers last for 1D6 combat rounds.

PowerSpirit CallCepheus Engine Effect
Eyes of the Hawk"Eyes of the Hawk!"Grants long-range telescopic and thermal vision. +3 DM to Recon, Gun Combat (Ranged), and Observation. Ignores concealment/darkness penalties.
Ears of the Wolf"Ears of the Wolf!"Super-hearing. Multiplies perception range by 10. Automatically detects stealthy movement; grants +2 DM to Initiative.
Strength of the Bear"Strength of the Bear!"Temporarily increases STR attribute to 15 (+3 DM). Unarmed damage becomes 3D6. Allows lifting heavy vehicles/boulders.
Speed of the Puma"Speed of the Puma!"Triples base movement speed. +2 DM to Athletics/Dodge. Grants an extra minor action each combat turn.

4. Iconic Weapons & Technology

Technology on New Texas blends standard Cepheus Engine TL11–13 tech with frontier aesthetics.

       [ Kerium Energy Cell ]
                 │
  ┌──────────────┴──────────────┐
  ▼                             ▼
[ Neura-Stunner Sidearm ]     [ Sarah Jane Cannons ]
(Personal Defense / Non-Lethal)  (Vehicle-Scale Anti-Armor)

Signature Equipment Table

ItemRangeDamageTech LevelCost (Cr)Notes
Neura-Stunner PistolRanged (Pistol)2D6 (Non-Lethal)TL 11500Standard lawman sidearm; targets must pass END check or fall unconscious.
Kerium Laser CarbineLong Range4D6TL 122,500Standard weapon of Tex-Hex's outlaws. Explosive burst on natural 12.
"Sarah Jane" (Big Gun)Very Long6D6 (AP 10)TL 1212,000Heavy cybernetic-mounted cannon (Thirty/Thirty's signature rifle). Vehicle-scale weapon.
Techno-Horse / Cyber-MountMovement: 150m/roundArmor: 8TL 1245,000Cybernetic steed; integrated communications, life support interface, and jump-thrusters.
Trans-Stellar Kerium OreN/AN/AN/A50,000/tonHighly unstable; requires Volatile Goods handling checks during transport.

5. Main Antagonists & Threats

Stampede & Tex-Hex's Outlaw Gang

  • Stampede: An ancient, monstrous cosmic demon-bronco possessing high-level mystical/psionic powers. Operates as an overarching patron/villain driving corruption across the sector.

  • Tex-Hex: A cyber-undead sorcerer-outlaw.

    • Special Ability (Phantom Transformation): Tex-Hex can turn into a cloud of red mist to dodge attacks or terrorize settlements.

Random Encounters in the Badlands (1D6)

  1. Sand-Squid Attack: Ambush while traveling through dry Kerium canyons.

  2. Dingo-Dan's Hijackers: Outlaws using hover-bikes targeting Kerium transports.

  3. Kerium Mine Collapse: Unstable energy crystals threatening to detonate a settlement.

  4. Stampede Cultists: Cybernetic mystics summoning dark magic storms.

  5. Prairie People Distress Call: A local burrow under siege by corporate mercenaries.

  6. Marshal Inspection: Galactic Council Marshals searching for contraband or unregistered Kerium.