Been thinking about minor actions and spells. Let’s put one out there.
SLAP
(Indirect Combat)
RANGE TYPE Duration DV Damage LOS P I 3 0 A quick little spell—a quick flick of the magic buffets the target. Slap targets individuals and only does damage based on net hits that can be amped up, but can be cast as a minor action.
Attack Cantrip Concentrate manipulate mental Traditions occult Range 30 feet; Targets 1 creature Defense AC
You rapidly damage the mind of an enemy. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes 2 mental damage (double damage on critical hit).
Classes Mystic 0 School evocation Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes
Description
When you cast this spell, choose positive or negative; the spell gains that descriptor. You ask your god to punish the guilty as you choose a target. The target must make a Will save. On a failure, the target takes 1d3 damage of the chosen energy type.
Alright, we’ve been using archive too much. Solid resources, but let’s move onto the new fancy book!
Elemental Poke One-action Cantrip 1
Attack Cantrip Concentrate manipulate electricity/fire/cold/acid Traditions arcane primal Range 30 feet; Targets 1 creature Defense AC
You quickly fling a ball of elemental material at an enemy. Choose acid, cold, electricity, or fire. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes 2 damage of the chosen type (double damage on critical hit).
Basics– DnD 3.5/5e/Shadowrun IN SPACE! This is a new riff on the 5e system by building in classless systems into the basic math of 5e. The universe has gone to war in a way that nearly destroyed it and now at least four different dimensions are all interacting.
Let’s break down the system.
Classless, but not levelless– This system does use levels, but when you take a level you choose a profession and possibly an archetype within it. This gives you places to spend forte and fine-forte points. These are the equivalent of skill points. You can freely change profession when you gain a new level.
Base mechanic- 5e has proficiency, but you don’t really change your class in 5e. Here you do things a bit different. It’s still a d20+number, but how you get to that number is a bit more complicated. Your modifier is ½ ability modifier +½ forte modifier + fine-forte modifier. This way almost all things have the feeling of 3.5 DnD and Shadowrun skills as you choose where you spend skill points to make some better or worse depending on how you want to build your character. Saves, attacks, and skills all have this basic mechanic built in.
Powers and special abilities- Characters gain resources on level up that come back and are used like hitpoints, but this system also introduces focus points and energy points. DCs are determined just like basic 5e, with one exception being how we determine bonuses (described up above) When you do something cool or use psychic powers, you spend the points as needed. Again, it’s classless so multiple paths will get you the same powers and abilities.
There is always more, but that’s the basics to get you mechanically in. Ok, now to my thoughts.
Mechanics or Crunch– This is an interesting system that might be a bit over complicated. The idea of classless 5e is a fun one. I do miss the days of crazy class combinations (until I play some 3.5 with a friend who has at least five different classes in a 7th level character). But this builds nicely together. It’s a tad clunky as its DEEP point management at level gain, but that’s what the designer wanted. That’s not bad, but it’s an intentional thing. A cheese stick of basic 5e vs the fondue of this system. Both are highly rated and good, but it’s what you want when. Some streamlining may help with this system though. 4.5/5
Theme or Fluff– For the fuff, the big question is do you like Mass Effect? That’s the big question here. If you like the idea of flying a ship around and meeting creatures of multiple races with multiple different goals, then this is the game for you. I do, so this has some crazy fun places to go. 5/5
Execution– This book has some solid things, but some near unforgivable issues. Let’s start with the unforgivable that can easily be fixed: no pregens, character build walkthrough, nor premade adventure. As I get older, I want to pick up a book and play with six buds ASAP. Sure, I need to read how to do the dice things with this dice game, but give me an adventure and pregens and a four hour simple adventure I can print off and play after I glance over your rules. It has some pre-made things, but give me those please. For a new system, that is a requirement! Next, this is a pretty deep pool to dive into without a step by step walkthrough of one character build. That would make the issues I had in mechanics evaporate. There are examples of how to do some things, which are great. And, while missing those things is unfortunate, what’s here is good. There’s art to break up text. The text could be a different font or background to make it more readable, but it works decently enough and my tablet can zoom in. There’s hyperlinks in the text, so I can hop around quickly to get to where I want to be. Some of you may not like its Midjourney art, but this is an extremely small publisher with an over 400 page book and one author. That’s a feat! Just give me some quick start assets built in and I’d be much happier. 3.5/5
Summary– If you want 5e classless Mass Effect, then this is what you want. That’s the basic summary. I like the basic mechanic, even if I think its a tad overcomplicated. The theme is the sci-fi I love. The stumble is the lack of quick start and pregens to the book. I don’t even need a crazy space adventure with ships, just a dungeon crawl fighting something in a cave would be nice. Even a link to a free adventure would fix that need, but there isn’t one quite yet. One is coming, but not yet. However, I like what’s here enough to stay interested for when it does. 87%
Attack Cantrip Concentrate manipulate Sanctified Spirit or Void Traditions divine Cast [one-action] somatic Range 30 feet; Targets 1 creature Defense AC
You quickly slap toward an enemy and your deity continues the push. Choose spirit or void. You can’t cast this spell if you don’t have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes damage of the chosen type equal to 2. On a critical hit, the spell also pushes the enemy five feet away from you. The spell gains the trait of the alignment you chose.
Benefit: Choose two 1-level mystic spells and one 2nd-level mystic spell. You gain one additional casting of each first level spell you know and you can cast the 2nd-level spell once per day for every 6 character levels you have. 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.
Trigger you are the target of a non-magic melee or ranged attack and the attack does not hit you and you are aware of the attacker
You funnel excess spell energy into your own body. You gain temporary hit points equal to the highest level spell or heightened spell you cast last turn.
You build extra arms for yourself to do extra actions. You can not use this power while under the effect of this power
Manifestation
roll 1d4: (1) You pull skeletal arms from the earth and attach them to yourself (2) Your bones shift like sand and new ones grow from your back (3)You glow black and new bones apear from the eather (4) Your arms split and form into more arms
1
Failure, ability may not be used againt that day
2-11
Failure
12-13
You gain one additional arm with a d12 action die
14-17
You gain one additional arm with a d16 action die
18-19
You gain one additional arm with a d20 action die
20-23
You gain two additional arms with a d20 and a 1d14 action dice
24-27
You gain two additional arms with a d20 and a 1d16 action dice
28-29
You gain two additional arms with two d20 action dice
30-31
You gain three additional arms with three d20 action dice
32+
You gain Four additional arms with four d20 action dice