You help a creature block all pain for a moment at the expense of its mind. The creature gains resistance 10 to all damage except mental damage where it is gains .weakness 20 mental damage. If the creature has any other resistances or weaknesses these are lost for the duration of the spell.
Micky As an action, you enact this plan and inject a target within 30 feet with a dark. The target must make a Constitution saving throw against your plan DC. If it fails it takes a -1 to all checks for 10 minutes.. Level 3: The target gains a -2 penalty to all checks for the duration. Level 5: The target gains a -3 penalty to all checks for the duration. Level 7: The target gains a -4 penalty to all checks for the duration. Level 9: The target gains a -5 penalty to all checks for the duration.
Your manipulate the biology of a target causing its digestive system to backfire and digest the creature from the inside out. Living targets with a digestive system take 10d6 acid damage based on their Fortitude save. If a target falls to zero hit points from this damage, they explode dealing 6d6 acid splash damage to all creatures within 10 feet. Targets that do not digest or are not alive are unaffected by this spell.
Manipulate Traditions divine Range 50 feet; Target 1 enemy Defense Will; Duration 1 round to 1 minute
You ask your god for a direct punishment on those enemies of your faith inflicting a multitude of plagues upon them all at once. One enemy in range must attempt a Fortitude save Critical Success The creature is unaffected. Success The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1 for 1 round. If the target already has any of these conditions and the condition has a value increase that condition. Failure The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to end each condition individually. Critical Failure The target becomes blinded, clumsy 1, confused, deafened, enfeebled 2, frightened 2, off-guard, sickened 2, slowed 2, and stupefied 2. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to reduce or end each condition individually.
Basics– The Critical Roll bunch have an RPG! Let’s look over this d12 fusion RPG!
Basics- This is a 2d12 rpg. You roll both, add abilities and statistics, and see if you hit a desired DC. Pretty simple for the basics.
Hope and fear or 2d12- The basics are not too strange, but when you roll, you roll 2 different colored d12. One is your hope and one is your fear. If the hope beats the fear value, then you gain hope. If the fear beats the hope, then the GM gets to stop the action and jump in or gets to bank a fear for later.
Using hope- Hope is used to either help yourself or an ally when they roll. You can spend hope to give your friend an additional d12 hope die and choose the better of them. Also, you have a set of experiences. These are akin to skills in DnD. When an experience you have makes sense for a particular action and you want to, you can spend hope to gain the value of an experience as a bonus to the roll.
Combat, turns, and damage- This is a VERY heavy roleplaying game with less focus on crunch. Combat is not round based. Players can do any action from using abilities or attacking and place a token on the action tracker. This continues until a character rolls higher on the fear die. Then the GM gets to play using each token on the action tracker to do something such as attacking, using abilities, and removing conditions on enemies. In either case, if an attack is made, the attack goes against an evasion score. If the attack hits, then the attacker rolls damage. Damage does not just reduce hit points by an amount, but instead the attack goes against damage thresholds causing between zero and 3 hit points. If the attack hits but fails to hit the lowest damage threshold, you take stress. Stress is another stat and represents your body gradually being beaten down, but not enough to hurt you hard. Stress can also come from the environment or abilities you or enemies have. In addition, armor allows you to reduce damage, but it also gets beaten down with use. If you choose, you can reduce damage by your armor value, but you have to check off a use. No uses left means you can’t use your armor. No stress left means you can’t use that ability and all rolls against you have advantage.
Using Fear- Fear is the GMs version of hope. Fear allows enemies to do some actions, for the environment to do some actions, or even for the GM to add additional tokens to the turn tracker.
Alright, thats the basics, let’s dig in.
Mechanics or Crunch– The mechanics here are interesting. It’s not deep enough to be DnD, but its also not deep enough to be Shadowrun. It’s heavily based on the Cypher system. That’s not bad, but it’s also really up in the air. If you want consistency, this won’t be the game for you. If you can handle the give and take of this game, it’s a solid game. 5/5
Theme or Fluff– For the story, what’s here is good, but it’s also not done. It’s got a solid adventure, but you won’t see much world building here, but more is coming as they write more. I don’t hate anything, but I need more details in the base game, not just the adventure. 4.5/5
Execution– This is an interesting one. I love online materials, but Nexus does not have an app. I also don’t like the lack of an index. If it’s present, I have a hard time finding it, so that’s just as bad. The basic functions work well, but again there is no app. So, using a phone for this can be a bit of a pain. The adventure is nice and is fun. The character PDFs are nice as well and have solid help sections for the players. 4.5/5
Summary– This RPG leaves me optimistic. The mechanics and theme are interesting. I want more. Give me an app and give me some more world building, and I’d be even happier. That said, if you need hard crunch this won’t be for you. But it’s free, so check this one out. At worst, you see the system building before your eyes. It’s also an interesting mix of several different parts from other RPGs. You got bits from DnD all the way to the cypher system. I like those, so I like this as well. 93%
Joint Pain(1 to 3) Be it an old injury, inflammatory, or just congenital, it always hurts to move. • Bonus: 8 Karma per level • Game Effect: It hurts to move. When you do any physical action, you take a -1 dice pool penalty per level to any physical roll you have to make.
Manipulate Traditions Occult Range 100 feet; Area 30-foot burst Defense Will; Duration up to 1 minute
You press HARD on the minds of all targets in an area potentially laying the ground work for their mind to shatter. All targets in the area take 4d6 mental damage and must attempt a Will save. Critical Success The creature is unaffected. Success The target takes half damage. Failure The target takes full damage and gains weakness 5 to mental damage for 1 minute. Critical Failure The target takes double damage and gains weakness 10 to mental damage for 1 minute.
Haymaker (Level 3). Once during your turn, before rolling to hit with an unarmed strike, you can declare it is a haymaker and gain disadvantage on the attack roll. You cannot declare an attack as both a haymaker and a takedown. If the haymaker hits, you double the damage for the attack. This replaces Jab or Takedown.