Snicker-snack! You’ve trained with those rapscallions, and it helped you. Once per day, when an enemy is off-guard, you can use a rogue’s sneak attack ability as a rogue of your level.
You have gained the blessings of the universe. You gain a the mystic Vitality Network class feature and gain a number of hit points in your network as a mystic of your level at the start of your day. Your vitality network does not regain hit points until the start of a new day. You also gain the Transfer Vitality ability. You can bond up to five other creatures into your network..
Cantrip Concentrate ForceUncommon Traditions arcane, occult Mystery battle Trigger you are the subject of an attack
You use the power of your magic to block. When you are subject of an attack, attempt a spell attack. If your attack equals or exceeds the incoming attack value, you prevent the attack from happening.
TL; DR– Numenera and Final Fantasy had a 5e baby! 97%
Basics– Off to adventure! Scalemail is a new RPG on kickstarter. Let’s break it down and look at the pieces.
Base mechanic- Scalemail plays like most of your D20 spinoffs with one big difference. You roll a d20 and try to hit a number called a DC. But, instead of adding a static bonus, you roll a different die and either add or subtract from the d20. The D20 is called a chance die and your other dice range from a d4 to a to d12. These are your mod dice. Each attribute you use has a modifier die which range from no dice to a d4, d6, d8, then a d12. If the attribute is negative, you subtract the die instead of adding it.
Combat- Combat in Scalemail is very much in the vein of all D20 systems. You roll the chance and mod dice with steps for surprise. And then from high to low you go! Each turn you get a major and a minor action. Major is attacking and casting spells. Minor is moving or opening doors. Simple! Where the hard Numenera comparison begins is with how contests are decided. You attack? Roll the dice. You defend? Roll the dice. Both are against a static DC on the monster you are attacking or defending against. Damage is equally as fast. You beat the DC? Do a heart of damage. You beat by five? Do two hearts of damage. A goblin has 1 heart, and an orc might have two. Most heroes have three. Simple and fast. You have more armor? You get higher value dice to roll defence. Simple and fast.
Magic-Magic works like Final Fantasy and 5e cantrips. You have some spells where you can that you can keep casting forever. These are simple spells that don’t do impressive things, but might ping a goblin off the rocks above you. The more impressive spells might need mana. Most spells don’t require more than one mana, and you might start with three. You cast the spell, and if it succeeds, you spend mana when the effect happens. Again, its a chance(d20) and modifier(attribute die) roll.
Ok, off to my thoughts.
Mechanics or Crunch– This game feels like a lot of the other games I’ve played. But, I enjoyed those too. This is a blending of the characters doing things of Numenera, the simple addition of 5e, and the mana based magic of Final Fantasy. I love all those things, so I like what’s here! 5/5
Theme or Fluff– The quickstart comes with a story, maps, and even multiple characters. The Scalemail book doesn’t have massive lore drops in the main book. It’s more focused on mechanics. But the story has an interesting world to play in. It’s not the most comprehensive world that can exist, but Its got some fluff to draw the characters into a story. It’s characters are also interesting enough to make me want to know how those people came into existence. Scalemail might not have a ton of worldbuilding in the quickstart guide, but I’m intrigued by what’s here. 4.5/5
Execution– It’s free. That right there is enough reason to download. But, it’s free with maps, multiple characters, and a book that gets you playing in about 10 minutes. is enough to make this a solid project. Check this out! And the kickstarter for the PDF alone is $15. You might not get out of McDonald’s for that much. 5/5
Summary– This is a fun product. It’s got simple mechanics that play fast. It’s got interesting, if generic, fantasy appeal. It’s got amazing production for a free product, and the real product is much less than I’ve spent on takeout. I want a bit more of the world, but this is a taste of what will be in final. So, I think this is something you need to check out quick! 97%
Everyone get a taste! When you perform suppression fire, all targets must attempt a Fortitude save equal to your class DC. If a target fails, it gains Painful 1.
Animist Druid Manipulate Metamagic Oracle Sorcerer Summoner Witch Wizard Frequency: twice per day
You add a bit extra to your summoning. When your next action is to cast a spell with the summon descriptor, the creature summoned causes the painful 1 condition when it causes damage to a target.
Splash– A splash feat allows a character gain a small power from a class. If you take a splash feat, you can not gain any more feat with the associated class, nor can you take a splash feat if you are the associated class.
God Help me!
Divine Grace Feat 2
Cleric Splash Frequency once per day
The gods grant you a modicum of power. Once per day you can cast heal or harm at the maximum spell rank of a cleric of your level. You choose to cast that spell using as many actions as you choose.
Break damn you! When you perform suppression fire and choose a primary target, in addition to the additional attack, the target must attempt a Fortitude save equal to your class DC. If it fails, it gains Painful 1.