Daily Punch 3-29-18 Lizardman descriptor for Numenera/Cypher System

I was running Numenera last night, and a friend wanted to play a lizardman.  So, I custom’ed up one on the fly!

Lizardman (descriptor)

Your people walked the earth as mighty dinosaurs long ago, you are the spawn of magic, or you might be the child of dragons and man.  In either case, you are a large lizard person.  You are covered in scales, claws, and now stride the Earth walking your own path.

You gain the following Benefits:

Muscular: +2 to your Might Pool.

Armored: You are always considered to be wearing light armor that does not encumber you.  You only apply the largest armor you are wearing.

Claws: You’re always considered to have light weapons due to your claws.

Skills:You’re trained in all actions that involve balance due to you tail.

Skills:You’re trained in all action that require swimming and water or you can be trained in enduring desert environments.  Once this choice is made, you may not change it later.

Skills:You’re trained in all actions that require tracking due to your enhanced sense of smell.

InabilityYou’re have trouble interacting with other races due to your abstract nature.

Initial Link to  the Starting Adventure: From the following list of options, choose how you become involved in the first adventure.

  1. Your draconic parent sent you to investigate some trouble involving another of the PCs.
  2. You have been taken in by another PC who saw you mistreated as a child.
  3. You feel compelled to join this task because it might explain why you are different from the others.
  4. The task was one of the first you came upon as you emerged from your vast underground land where the others of your kind wait.

 

 

Daily Punch 3-28-18 Empower Weapon spell for DnD 5e

We can enlarge people, so how about we just empower weapons as well?

Empower weapon

2nd-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered steel)
Duration: Concentration, up to 1 minute

You fill an in range target’s weapon with raw power for the duration.  The weapon deals much more damage on a successful attack that it normally would.  The weapons damage increases by one step up this dice chain from its normal damage-1d3-1d4-1d6-1d8-1d10-1d12/2d6-2d8-2d10-4d6-4d8-4d10.  This damage does not count as magical unless the weapon was already magic and is of the same type as the weapon usually deals.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the weapon’s damage increases by one additional step each slot level above 2nd.

 

Thoughts?

Daily Punch 3-27-18 Inflame Passions spell for DnD 5e

Working my way through the cleric/druid spells-here’s one for second level!

 

Inflame Passions

2nd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You incite the anger of a group of people.  Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it instantly gains the effect of Barbarian rage using your level to determine effects and becomes hostile to all other creatures in range.  It randomly attacks a different target each round while under the effects of this spell.  This effect continues until the target is dead or unconscious or you end the spell.

 

Thoughts?

Daily Punch 3-26-18 Turn the Other Cheek spell for DnD 5e

I’m going to finish up my giants book from over two years ago.  Time to put this one to bed, so let’s build up some material for the book!

Turn the Other Cheek

1st-level abjuration

Casting Time: bonus action or reaction
Range: Touch
Components: V, S
Duration: 1 round

Until the spell ends, one willing creature you touch is charged with the power of a vengeful god.  If a target is attacked while the spell is active or you cast this as a reaction to an attack, the target makes an attack as no action against any creature in melee range that attacks this spell’s target with a weapon or spell with a +1 bonus on the attack.  If the attack caused by this spell hit, the creature takes equal damage to the amount dealt to the target of this spell.

 

 

Thoughts?

Daily Punch 3-22-18 Supercharge Armor spell for Starfinder

Let’s bring shield back the Starfinder!

 

SUPERCHARGE ARMOR T1

School abjuration

Casting Time 1 standard action or reaction

Range touch

Targets one piece of armor

Duration see text

Saving Throw none; Spell Resistance no

You supercharge a piece of armor with a protective shield of energy.  If the spell is cast as a standard action, the armor gains a 1d6 armor bonus to EAC and KAC for 1d6 rounds.  If cast as an reaction, the armor gains +6 armor bonus to EAC and KAC for 1 round.  This may be cast as a reaction on any target within reach before an attack hits.

Daily Punch 3-21-18 Push Through the Pain optional rule for Delta Green

Playing my monthly game of Delta Green, and I feel Will Power doesn’t get enough use in the game. Here is a new option for how to use it.

Push Through the Pain

When it all hits the fan, you are the one to pull through.  When you taken enough damage to reduce you to 1 or 2 hit points, you can attempt to stay conscious  by spending Willpower Points. The amount is always 1D4: roll the die and reduce your WP by that much and then attempt a CON x 5 roll.  If you succeed you stay conscious  for one round.  You may keep attempting this at the start of your turns.  If you fain any of these rolls, you immediately fall unconscious as normal.

 

 

Thoughts?

Ring Side Report- RPG Review of Close Encounters: Hyperspace Fiends

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product– Close Encounters: Hyperspace Fiends

System-Starfinder

Producer– Fat Goblin Games

Price– $6.95 here  http://www.drivethrurpg.com/product/222888/Close-Encounters-Hyperspace-Fiends?affiliate_id=658618

TL; DR-Horrors from the low planes in the upper skies! 98%

Basics-Where we’re going, you don’t need eyes to see!  Close Encounters: Hypersapce Fiends is a new book in a series bringing old fiendish monsters and things from Pathfinder into space with Starfinder.  This book bring demons and devils into space, TOGETHER! Turns out hell and the abyss collapsed into one horrible thing and now they’ve joined a tag team battle against the universe, if they can stop knifing themselves in the back!

Theme or Fluff– The base Starfinder game is devil and demon poor, but this book brings all your classics back, and their stats feel like they should.  There are even some crazy fiendish effects on magic, some ships that are stated out, and some environments traps that can affect your players should they enter the lower plane.  There is also story to backup why these two age old enemies are working together to kill everyone. Overall, I like what I’m seeing here as it’s a great way to bring back some fun Pathfinder elements to your Starfinder game.  5/5

Mechanics or Crunch– All the crunch is right.  The CR are good and the monsters hit the places they did in Pathfinder with basic updates of the mechanics to fit the slight changes between the systems. I love what’s here, and it’s going to fit mechanically well into any game where the GM would like to put a Technomancer in Hell.  5/5

Execution– Is this available in PDF since its past 2015?  Check. Is it hyperlinked even though its less than 40 pages?  Check. Ok we’ve hit all the basics to make me happy. Now the extras!  This book has lots a art with the creatures looking like the demons you’re used to but with a Starfinder art twist.  There are demon/devil ships, but I would like a few more and some close up art of them. The art for the ships isn’t bad but its only one picture of the two new ships. The book even includes the rough seeds on an adventure from levels 1 to 20.  Also, my favorite devils the low level lemure isn’t in the book, so that makes me a little sad. Finally the price is a tad high as its about $7 for a 30 page PDF. These are by no means going to keep me away, but it’s something to note. 4.75/5

Summary-Fat Goblin was one of the first on the scene making Starfinder Compatible products and they have really demonstrated what you can do as a third party publisher.  Its some fantastic material. I love putting demons and devils in my game and now I can easily do so. This is only GM book. It’s fun, but honestly players need not apply as there are no player specific material here.  GMs get fun new toys and things to inflict on their players. It’s not perfect with a few minor things like price and some minor monsters being left out, but in total, this is a great resources if you want to put some horrible demons and devils into your game. 98%

Daily Punch 3-20-18 Last Ditch Effort positive Quality for Shadowrun 5e

Watching Complex Action and they did a show about interrupt action.  Let’s put one more idea out there based on that!

 

Last Ditch Effort

Cost: 10 Karma

You always come through in a clutch.  When you take an interrupt action and it reduces your initiative below 0 before you normal action in an initiative pass, you may still take your normal action at your pre-interrupt action initiative.  You may not take any interrupt actions after your initiative has been reduced to zero.  If you’ve already acted in an initiative pass and your initiative is reduced to zero by an interrupt action, you do not get an action in the next pass.

 

 

Thoughts?

Daily Punch 3-19-18 Spell Tattoo for Call of Cthulhu, 7th edition

Played some Cthulhu over the weekend, and this idea came up.

Spell Tattoos

Some practioners of the art don’t rely on books or scrolls, but etch their foul words on their very skin. Any caster may tattoo the a spell into their skin performing any checks as part of the spell then. The spell deals an additional 1d4 sanity damage and 1d2 hit points of damage in addition to its normal costs. The spell is maintained for a number of days equal to the bearers power divided by 10, rounded down. A caster may active a spell without it being an action on their turn but may only activate one per turn. When a spell is activated, it’s magic is used up, but the spell may be reinked to reactivate the magic. A spell may be learned from a magic tattoo even if the bearer isn’t alive.

Thoughts?

Daily Punch 3-15-18 Mystic Dabbler feat for Starfinder

 

How is this not a thing?

Mystic Dabbler
You’ve heard the call of the gods, but not quite that strongly.
Prerequisites: Wisdom 15, character level 5th, no levels in mystic.
Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can  cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability  core for these spells is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.