Daily Punch 8-23-16 Force Bolt spell for Pathfinder

I like magic missile as much as the next wizard, but I think we can do better.  Let’s change things just a bit…

 

Force Bolt

School evocation [force]; Level bloodrager 1, magus 1,sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

You fire several bolt of guided energy from your hands.  A successful ranged touch attack deals 1d6 points of force damage per bolt.  For every caster level above 1st, you cast one additional bolt with which you must make an additional ranged touch attack to cast to a maximum of five bolts.

 

Thoughts?

Daily Punch 8-22-16 Hard Way positive quality for Shadowrun 5e

Ok, I lied.  One more Shadowrun idea!  How about a positive quality for those who like to do things the hard way.

 

Hard Way______________
Cost: 10 or 20 karma
There is always two ways to fix a problem: the easy way and YOUR way.  You might be a smart man, but you don’t show it.  You might be a strong headed lady who likes to run through obstacles because its the most painful way to get it done.  Either way, you like to do things rough.  For 10 karma, when you assemble your dice pool and you take at least a -4 to the pool, you gain a +1 bonus to the dice pool.  For 20 karma, you get the previous and when you assemble your dice pool and take a -10 to the dice pool, you gain a +2 dice to the dice pool.  These bonus dice are added regardless of the test type.

 

 

Thoughts?

Daily Punch 8-19-16 Portable Router item for Shadowrun 5e

One last SR update for a bit.  How about an item?

 

 

Portable Router

Sometimes you need a router in the bush to start a small network.  It doesn’t connect to the regular matrix, so it will not alleviate any problems from not having a network connection.  But, it does eliminate noise penalties for network operations in its radius.  It’s not protected unless you have a comlink, deck, or RCC to protect it, but it does get the job done!  It has a range of 0.5 km per rating of the device.  This can be mounted to a drone or car costing the space of one weapon mount.

Availability          Price

Portable Router                rating X 3        rating x 2000Y

Daily Punch 8-18-16 Personal Network complex form for Shadowrun 5e

When you don’t got a matrix for your friends you make one!  Let’s make a complex form for all the technomancers out there!

 

 

Personal Network                                                
Target: Self • Duration:S  • FV: L – 3
When you work across the world, sometimes the matrix doesn’t come with you.  This won’t get you the same sense of being online, but it will make a matrix your friends can connect to so you can at least send messages back and forth.  Make a Simple Software + Resonance [Level] Test. For each hit you get, you can connect one device (commlink, RCC, deck, et al) to your simple matrix.  All devices connected to your personal matrix suffer no noise penalty while within your matrix’s area.  The radius of your network is equal to the level*0.25 km, centered on you..  Beyond your simple network, the noise penalty of all actions returns to normal.  This form will not alleviate any penalties you receive for not being connected to the matrix.  Uninvited devices can attack your complex form, and a mark will allow the device or icon to enter your matrix.

 

Thoughts?

Daily Punch 8-17-16 WI-FI Sensitivity negative quality for Shadowrun 5e

It’s been a bit for Shadowrun.  Haven’t done this for a bit, so  let’s add somethings I thought up this weekend.

 

WI-FI Sensitivity_______________
Technomancer Only

Bonus:5,10, or 15 karma
In the 90’s, some kids said they could feel the WI-FI and it gave them hives.  That was bulldrek, but in the 60′, the 2060’s, some kids said they could feel when the matrix went out, and it hurts like coming off bad nova.  You get that feeling when you can’t get online.  For 5 karma, you take a penalty to all actions equal to the noise rating of a zone divided by 4 (minimum 1).  For 10 karma, you take a penalty to all actions equal to the noise rating of a zone divided by 3 (minimum 1).  And for 15 karma, you take a penalty to all actions equal to the noise rating divided by 2 (minimum 2).  If no noise is present, you take no penalty.  But, if a signal jammer or other device messes with the matrix, you take the penalty.

 

Thoughts?

Daily Punch 8-16-16 Giant Bloodline Sorcerous Origin for DnD 5e

Let’s get back to the giant archetypes with the Giant Bloodline for the DnD 5e Sorcerer.

Giant Bloodline

Giants are brutish creatures that don’t always kill those they capture.  Or some seek them out to live among them in the wilderness.  In either case, some children emerge from unions that may occur in the wilderness.  You are one of these children.  Your magic power emerged early as your giant heritage began to take hold.

Giant Ancestor

Giant blood flows through your veins making you tougher than most. At 1st level, increase your Constitution or Strength by 3, to a maximum of 20.

Violent Tendencies

Starting at 6th level you become increasingly aggressive.  When you cast a cantrip you may also make a strength-based melee or thrown weapon ranged attack as part of the same action.

Muscle Mass Growth

At 14th level, your body continues to inherit more of your giant ancestral traits.  You gain a +3 to Strength or Constitution, to a maximum of 20.

Giant Apotheosis

Beginning at 18th level, you grow into the giant you were always meant to be.  Increase your size to one category larger and change all your hit dice to d12s and recalculate your hit points.

Ring Side Report-Board Game Review of Mystic Vale

 

Product-Mystic Vale

Producer– Alderac Entertainment Group

Price– $45 here https://www.amazon.com/dp/B01DMZR1QU/ref=cm_cr_ryp_prd_ttl_sol_0

Set-up/Play/Clean-up– 60 minutes (2-4 players)

Type- Euro

Depth-Light

TL; DR-Not perfect but amazing none the less.90%

MysticVale3DBox

Basics-  Only you can save the vales!  In Mystic Vale each player takes the role of different druid clans attempting to restore the world after a magic calamity.  Each player has a deck of sleeved cards.  At the start of each of a player’s turns, he or she reveals cards until three spoils symbols are revealed.  The last card with a spoils symbol is placed on top of the player’s deck of cards and is “on-deck.”  Players can also push their luck and harvest their on-deck card.  If they do, they can continue to reveal new cards on-deck, and place them in their field.  If they do, they may get extra points, but if they reveal another spoil symbol, then their turn is over.  This game has a built in bonus for when a player does this however.  A player has a token that if they spoil, they get to turn this token over and it allows them to use it as an extra mana, or purchasing power, in a future turn. The on-deck card is not part of a player’s “field” or cards a player can use to buy cards or gain points.  

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Here is where the game gets interesting.  Each card has a number of symbols on it.  These symbols are mana (money for extra card pieces), victory points, growth to counter spoils, and spirits (a second currency to buy vales or permanent cards).  If a player doesn’t spoil, that player gains victory points, and then can spend mana to buy card inserts or spirits to buy vales.  A player can buy two of each, each turn.  Vales are placed in front of a player and provide a constant benefit and inserts are inserted into cards in a player’s field.  Here is the major strategy of the game.  A player doesn’t build as many intercard combos, but instead crafts intracard combos as new inserts unlock new abilities based on the symbols on the card.  Additional symbols called guardians provide benefits only if a card has an ability that triggers off guardian symbols.

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This game uses a victory point based mechanic to determine when it ends.  Each game starts with victory point pool.  When the pool is empty, each players receive an equal number of turns, but now take victory points from the box.  After everyone has the same number of turns, players count count victory points on their cards, their vales, and the physical victory points they earned during the game.  The player with the most points is leader of the best Druid clan and reigns supreme!
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Mechanics-The card crafting mechanic of the game makes this an amazing game.  I had a blast building different card combos.  In addition, the nature of building your field means you can build off turn and have almost no down time.  I’ve seen games take as little as 20 minutes when four experienced players hit the table.  I also love any game that has two different markets.  I get bored when the victory strategy is build the biggest card to win, and this game doesn’t have that at all.  The drawbacks of the game are player interactivity and a runaway victory.  I am basically running a race against myself. Other other players steal cards from you, but only from the buying pool.  I really don’t need the other people at the table.  Furthermore, if someone has the best card inserts due to the available cards, then that person will win.  There is strategy, but if they play better, they will win and nothing you do will stop them.  You can only just be better at the start and not fall behind.  It’s not a bad game, but know that going in! 4.25/5

Theme- Mystic Vale has a ton of theme, but it is a theme you must find yourself.  The game can be simply played as deck builder with a new mechanic of building cards instead of decks, and this will not detract from the game at all.  However, if you are like me, you really want to have a massive amount of story to your game.  It’s here, but you need to dig for it.  From the terms like field being where you harvest your mana to the idea of spirits revitalizing the mystic vales, you get a story as you play.  But, that means theme is not front and center. 4/5IMG_20160630_172022720

Instructions-This is an awesome game that teaches quick, plays fast, and masters instantly.  You don’t feel stupid stepping up to this game as you get a quick intro with enough introduction to get you gaming quickly.  By the end of turn two you have the game down pat.  Also the helper cards are amazing!  They really do get you gaming faster. 5/5

Execution-I love everything in this box, but the game’s execution suffers from its main mechanic.  The art is amazing.  The cards are good quality.  The box has beautiful dividers.  This game is almost everything I want to see in a deck builder.  But, every card has three sections.  Since you want to have the new cards inserts work in each spot, you have to divide the card insert pool by one-third.  That means the game can grow a bit stale semi quickly.  Luckily two expansions have been announced already.  It’s a minor problem, but it’s one worth mentioning.  If you want to see a full unboxing check out our video here https://youtu.be/cPVRTU2h5bk 4.75/5

Summary-Mystic Vale is one of my new favorite games.  It’s fun to get to the table. It’s phenomenally fast to learn and play.  It’s gorgeous, and it’s fun to insert cards into sleeves and unlock their power.  That said, it’s not without it’s faults.  The game doesn’t fix common deck building problems.  The theme isn’t as strong as I’d like, and you might get tired of seeing the same card after 10 plus plays.  But if you play a game over 10 times, then the game is a win as it keeps you coming back for more.  It does for me.  Despite the faults, I’d recommend this over many other deck builders out there.  90%