Turns out screwing off pays off!
Hobby Training
Who knew it would pay off?!
• Cost: 3 Karma
• Game Effect: You may choose any skill for which you meet the requirements of a specialization and choose a specialization for that skill.
Thoughts?
Turns out screwing off pays off!
Hobby Training
Who knew it would pay off?!
• Cost: 3 Karma
• Game Effect: You may choose any skill for which you meet the requirements of a specialization and choose a specialization for that skill.
Thoughts?
Get out of the way!
Concentrate Manipulate Teleportation
Traditions arcane
Trigger you are targeted by an attack
You are barely perceived before you are gone. When you are targeted by an attack, you can teleport up to 15 feet. If the targeting creature can no longer target you, the attack fails. This may cause ammunition or spells to be consumed and wasted.
Heightened (4th) You teleport 40 feet.
Product– Dungeon Crawl Classics #107: Forgotten Dangers
System- Dungeon Crawl Classics
Producer– Goodreads
Price– $10.99 here https://www.drivethrurpg.com/en/product/506125/dungeon-crawl-classics-107-forgotten-dangers?affiliate_id=658618
TL; DR– Good intro DCC RPG One-shots. 97%

Basics– Let’s jump in! Forgotten dangers is a group of six random DCC adventures. They are not really connected to each other, but they are small, bite sized fun that you can drop into any DCC game.
Mechanics or Crunch– These adventures are set up well enough to be the right mix of deadly and fun. The crunch here works. There are crazy powerful items to play with as well as crazy powerful dangers. It’s solid DCC RPG fun. 5/5
Theme or Fluff– The individual adventures are fantastic, but I wish there was a connection between them. The individual adventures are all bat crap crazy, and that’s exactly what you play DCC for. The fault is the individuals are not connected. The adventures are good, but I wish they were a bit connected. 4.5/5
Execution– Solid layout, text, art, and flow make this an easy read. If you need an adventure for a session you did not prepare for, these adventures, while a bit simple, are enough that you have a solid four hours and can just hop right in as a GM. 5/5
Summary– I love DCC RPG. I love random one shots. This product is just those. It’s fun, but I wish this was a campaign or written where it could be. But without flow, this is still just solid fun to run with your friends. 97%
See when the time to strike is
Barbarian Champion Inventer Investigator Fighter Gunslinger Monk Ranger Rogue Swashbuckler Flouris
See the openings. Increase your initutive by 2 and change the initutive order. You go faster than enemies on ties.
Thoughts?
JUST DO IT NOW!
Overcharge
RANGE TYPE DURATION DV
LOS P P 3
If you do it now, why worry about the cost? Roll Sorcery + Magic (2-Essence) test. For each net hit, the target gains a minor action on their next turn. However, on the turn after the next, they lose that many minor actions. If they do not normally have enough minor actions, major actions are reduced at the normal cost. If they still do not have enough actions, then they continue to lose actions on future turns.
Thoughts?
That’s tomorrow’s problem
Animist Bard Cleric Druid Kineticist Magus Oracle Sorcerer Psychic Summoner Thaumaturge Witch Wizard
You’ll just pay later! As a free action you can choose to gain one additional action, but next turn you lose two actions.
Thoughts?