Daily Punch 4-2-26 Numerology mystic connection for Starfinder 2nd Ed

Why not an arcane mystic?

Numerology

The universe has a logic, and you’ve begun to crack it. Through careful study of the mathematics of the cosmos, you can command the universe to do your bidding.

Tradition 

Arcane

Connection Skill 

Crafting

Connection Spells 

cantrip Telekinetic Projectile;; 1st:Command; 2nd: Resist Energy; 3rd: Entropic Strike; 4th: Dispelling Globe; 5th: Truespeech; 6th: Dominate; 7th: Warp Mind; 8th: Gravity Field; 9th: Atomic Blast

Epiphany Spells 

initial: Universal Understanding  ; advanced: Cosmic Knowledge; greater: Intellect Vampire

Harmony 

When you Transfer Vitality, the target’s mind expands as well. The target gains a +1 status bonus to skill checks.  This lasts until the end of your next turn.

Perfect Harmony 

You gain the Cosmit Guidance action. When you Transfer Vitality, the target can use this action once before the end of their next turn.

Daily Punch 3-31-26 Cosmic Guidance ability for Starfinder 2nd Ed

One last piece for the Numerology Mystic!

Cosmic Guidance [Free-action]

Divine Knowledge

Frequency once per hour

Requirements You’re at least trained in the skill you are attempting.


You’ve begun to truly understand the universe, and it begins to understand you. When you attempt your next skill check, you are considered to have had the aid of another action performed to help you buy the universe itself as if it scored a critical success. The bonus depends on your proficiency with the skill.

Thoughts?

Ring Side Report: RPG Review of DCC Day #3: Chanters in the Dark

Product– DCC Day #3: Chanters in the Dark

System– DCC RPG

Producer– Goodman Games

Price–  $6.00 here https://www.drivethrurpg.com/en/product/395901/dcc-day-3-chanters-in-the-dark?affiliate_id=658618 

TL; DR– Good DCC up till the end. 90%

Basics- Who calls from below?!  Chanters in the Dark is a one-shot adventure where the characters are drawn into a world of intrigue and subterranean threats.  Will they be able to save everyone, or will the things from below eat them all?

Mechanics or Crunch: This adventure covers a lot of places, but fumbles a bit at the end.  The bulk of the adventure is urban, as the players meet new people, possibly kill them, and then have to escape.  The escape is the least fun.  Basically, the characters have to run away.  It’s not as exciting as a final fight, but it does make thematic sense. 4.5/5

Theme or Fluff– This is a good mix of exploration, combat, and skills, but the end is less fun.  The town the players explore and the religion they may attack are both fleshed out.  It’s a very meaty adventure for a book this size.  The one issue is the end, as the players just run.  Nothing else, but climb quickly.  That diminishes the other parts.  Not enough to not make it fun, but I saw some players lose some interest.  4.5/5

Execution: DCC polarizes some with its layout, and here it’s a bit less troubling but still old-school.  There are multiple pages of two columns.  It reads more easily than the real old-school, but if you are annoyed by the basic layout, this will not win you over.  I would like more art, but what’s here is solid.  4.5/5

Summary– This is a good adventure that fumbles in the last minutes.  The bulk is lots of fun , but I’d like the end to be a bit more active than a few rolls.  It works as a story, but a bit more would be fun.  That said, I enjoyed it and suggest everyone check this one out.  90%