You ask the gods to hold back the afflictions of those under your care. Choose one condition (blinded, confused, dazzled, clumsy, deafened, doomed, drained, enfeebled, fascinated, fatigued, paralyzed, persistent damage, sickened, stunned, or stupefied) affecting a creature. That creature is not affected by that condition for one turn. Once per round on subsequent turns, you can Sustain the spell to continue to prevent the condition form affecting the target. The condition must be due to a malady imposed via magic or creature effect such as a magic spell or venom not a physical condition like being in a dark place or long-term unrest causing fatigue. The condition must run its natural course to end, but any persistent effects from a creature that end upon the creature’s death or fail to Sustain the spell end automatically.
roll 1d4: (1) you touch them and where you lay your ands their body colapses in (2)As you touch them, their whole fomr shrinks (3)With a small blow, the body crumples and crunches in (4) A slap from your hand causes the wasting of the body in your target
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
Reduce the targets stamina by 1.
14-17
Reduce the targets agility and stamina by 1
18-19
Reduce the targets agility and stamina by 1d2 each
20-23
Reduce the targets agility and stamina by 2d2 each
24-27
Reduce the targets agility and stamina by 3d3 each
28-29
Reduce the targets agility and stamina by 4d3 each
30-31
Reduce the targets agility and stamina by 4d4 each
32+
You completely disolve the bones of the target. their agility and stamina are reduced to 1.
You cause the mind of a target to stumble a bit.. Critical Success The creature is unaffected. Success The target takes a -1 circumstance check on their next check, save, or attack. Failure The target is stupefied 1.. Critical Failure The target is frightened 1 and stupefied 1.
TL; DR-Solid new information from a new place in DCC. 98%
Basics– Let’s go somewhere I never expected DCC RPG to go! Legends of Uganda does exactly what it says: it’s legends and lore from Uganda, providing monsters, mighty deeds, a new class, and weapons for the table to experience.
Mechanics or Crunch– This is a collection of new items for the table and honestly they feel like they fit. All the new toys for both players and GMs all fit into the existing power scale of DCC RPG. It’s fresh and new ideas that mesh well. 5/5
Theme or Fluff– What’s here is new and it’s interesting. Uganda is quite literally a world away from me. I have experience with Celtic folklore, Asian folklore, North and South American folklore, but I know a lot less about subSaharan African folklore. This book brings in a number of fun new ideas that you can bring to bear at the table. It would be very easy to do this disrespectfully, but this book treats the material and people with respect. 5/5
Execution-. This book is very well put together, but it has a few small issues. The book reads well and has good art, but some things are missing. There are four weapons, but they are in two different parts of the book. There are multiple monsters, but they are scattered apart. This isn’t a problem, but you can tell this was originally made from three different smaller PDFs put together. The joining of three books without reorganization wouldn’t be a major issue if the book had bookmarks or hyperlinks to jump to sections. This is a 3 dollar PDF that amazingly has over 30 pages. Honestly, I’m impressed by how much is crammed in here! Also, this has a completely new class, but no new spells. I would expect a few new spells in this book. Maybe in the sequel. 4.75/5
Summary– This book is new and fun! I love learning about new stuff from new places. There is nothing wrong with my 30+ Celtic adventures, but this book aims to show me something new and does it well. New toys for both the GM and the player are balanced well. The tone is respectful while keeping the material engaging. My only issues are some organization and the lack of spells. Show me some new magic from where you’re from and give me some hyperlinks, and I’d be thrilled. But then again, I want to stress this is a 30+ page book, so it’s good value for money. I’m looking forward to the next one in this series. 98%
You quickly throw a tangle of roots at a creature rapping them up in its grasp. Critical Success The creature is unaffected. Success The creature takes a -10-foot circumstance penalty to speed for 1 round. Failure The creature gains the grabbed condition for the duration but can attempt an escape check against your spell DC to end the condition. Critical Failure The creature gains the grabbed and slowed 1 condition for the duration but can attempt an escape check to end the condition. Slowed 1 does not end until the target escapes.
They’re dead! But that won’t keep a good man down! If a friend dies, YOU MIGHT SAVE THEM! Only do this is the other PC consents to this
Manifestation
roll 1d4: (1) The body liquifies, but the bones remain and stand up! (2) The body becomes dust and the bones stand. (3)the bones stand up and the flesh remains. Gooey! (4) The body blows away in a puff of smoke and the bones are standing in its place
1
Failure and the character is truely dead
2-11
Failure but others can attempt to roll the body.
12-13
You revive the other character as a skeleton of their level
14-17
You revive the other character as a skeleton of their level with one additional hit point
18-19
You revive the other character as a skeleton of their level with 1d3additional hit point
20-23
You revive the other character as a skeleton of their level with 1HD additional hit point
24-27
You revive the other character as a skeleton of their level with 2HD additional hit point
28-29
You revive the other character as a skeleton of their level with 2HD additional hit point and one additioanl ability point in a random stat
30-31
You revive the other character as a skeleton of their level with 2HD additional hit point and 1d3 additioanl ability point in random stats
32+
You revive the other character as a skeleton of their level with 2HD additional hit point and 1d6 additioanl ability point in random stats
You throw a bolt of blades at at target. Make a spell attack against the target. On a hit, you cause persistent bleeding causing 1d3 persistent damage. On a critical hit, double the persistent damage.
Heightened (+1) The persistent damage increases by 1d3.
You’re dead! Well… dead again! But maybe not! Get better! When you are knocked unconcoucus, you can use this power to try to avoid dying for real!
Manifestation
roll 1d4: (1) the bones crack back together and you stand up (2) your bones fly to a standing position (3)All your bones roll back into position of a standing person (4) you turn to dust and blow back into a body
1
Failure and you’re truly dead forever!
2-11
Failure but others can attempt to roll your body…er… bones?
12-13
You die from damage, but in a turn you just stand back up after combat with 1 HP
14-17
You die from damage, but in a round you just stand back up after combat with 1 HP
18-19
You die from damage, but in a round you just stand back up after combat with 1HD of HP
20-23
You die from damage, but in a round you just stand back up after combat with 2HD of HP
24-27
You die from damage, but in a roundyou just stand back up after combat with 3HD of HP
28-29
You die from damage, but in a roundyou just stand back up after combat with 4HD of HP
30-31
You die from damage, but in a round you just stand back up after combat with 5HD of HP
32+
YOU ARE UNSTABALE! You instantly stand up and are at full health!
My wife and I were watching some crazy Hong Kong kung fu and taught this one up.
Fluttering Wings [reaction]Feat 6
Monk Archetype Martial Artist* PrerequisitesCrane Stance Trigger An enemy approaches with in your melee range. Requirements You are in Crane Stance * This archetype offers fluttering wings at 8th level.
Your limbs constantly move to keep your foes at bay. Make a melee attack against the triggering foe. On a hit, you deal no damage, but instead you push the foe five feet and end their stride. On a critical hit, you instead move them five feet and knock them prone. They may take additional stride actions either as part of their current action or as a separate action to move toward you however.