Author: fineyoungmisanthrope
Daily Punch 8-7-25 Marksman trait for Alien RPG
AIM!
Marksman: Stay on target. When you make a weapon attack, a successful attack deals one additional damage.
Thoughts?
Daily Punch 8-6-25 Divine Savior cantrip for Pathfiner 2nd Ed
DON’T DIE!
Divine Saviour Reaction cantrip 1
Healing Manipulate Vitality
Traditions divine
Bloodline angelic
Catalysts Healer’s Gel
Range 30 feet; Target 1 dying ally
Trigger An ally is reduced to 0 hp
Stay in the fight! When an ally is reduced to 0hp, you can instantly heal the target 2d4 hp. The target does not have any abilities that would end if the target falls to zero hp, and itis not counted to have been reduced to zero hp. The target is then immune to this spell for 1 day.
Thoughts?
Daily Punch 8-5-22 Unending Assault fighter feat for Pathfinder 2nd Ed
DIE DIE DIE!
Unending Assault Three Actions Feat 16
Fighter
Time to die! You make four melee strikes against enemies in range. For these attacks, your multi-attack penalty is -3 for each strike instead of -5.
Thoughts?
Ring Side Report- RPG review of The Electric State
Product– The Electric State
System– The Electric State
Producer– Free League Publishing
Price- $24.99 here https://www.drivethrurpg.com/en/product/467022/the-electric-state-roleplaying-game?affiliate_id=658618
TL; DR- Missing some crunch, but full of story 93%
Basics– Ready for a road trip? The Electric State RPG is a rules light, alternative 90s setting. A decaying America where AI, political intrigue, and the basic fight for real survival all combine to make either the worst or best road trip in history. Let’s look at the game
Base mechanics– The Electric State follows many of the same principles of Free Leagues’ other games, with players rolling six sided dice and aiming for a 6. The 6 is a success. The player typically rolls between 2 and 6 dice. A character has only four attributes, making up the bulk of a character’s dice.
Pushing/rerolls– Players can push rolls when they fail. Pushing means rerolling the dice and taking the new result. However, any ones rolled result in either damage or mental trauma to the character.
Combat-Combat is very simple. One side, determined by the GM or an opposed dice roll, goes first. Each character on that side gets an action and a move. If you want to defend or dodge, you can, but that will remove you next turn.
Neurocasters– A big part of the setting are neurocasters. These are helmits you can wear and enter their version of the matrix/internet. You can use this to hack, learn, and pilot drones. If you push rolls in the internet, you gain bliss. And when your bliss gets too high, you are too addicted to leave. Many people die on this internet!
And that’s really it. It’s VERY rules light.
Mechanics or Crunch– This is the most pure of Free Leagues’ products for mechanics. It’s very rules light, and maybe even too rules light. What’s here is good, but I would like more. I think I need a bit more crunch to my RPGs to really get the most out of this game. Then again, this game focuses much more on the journey and not the destination even for its mechanics, meaning it’s more hand-wavey about how things happen. If you want the dice to tell a story like a critical success, then this is not for you. If you play RPGs and just roll dice, then you could speed through most of The Electric State missing its pieces. But, I still need a bit more crunch to my game. 4/5
Theme or Fluff– This is where the game shines. If you want a travel RPG, then this would be it. The characters are literally called travelers. You go on an adventure in The Electric State where anything from a cult, to a serial killer, to a robot with hundreds of neurocaster- wearing human zombies on strings follow it around. There is politics, a world falling apart, drug/internet addiction, human misery, and a whole host of other themes in this game. The authors have many things to say about the human condition, and this RPG reflects the world well and says volumes at the same time. 5/5
Execution– Free League knows books. This book has solid production, art, and layout. It reads easily and fast. The rules are laid out well enough that I could just pick them up and start reading right away with no confusion. It’s a good story mixed with solid math, making it an easy read. It’s also got four pre-gens and several adventures, so if you and your buddies want to play, you don’t have to guess how to run, prep, and plan this adventure or what the designers thought characters should look like. 5/5
Summary– The Electric State is an interesting one for me. I don’t hate it, but I don’t know how often I’ll travel in it. I need a bit more crunch in my usual games. But, the crunch that’s here is pure Free League with pushed rolls and consequences. The story of the world is interesting and poignant. I can’t tell how much the designers are luddites against tech or people embracing the tools needed to keep the modern world alive, and maybe that’s a solid trick to pull on me. The book itself looks good and reads well. I know I might not visit this world often, but if you offered, I don’t think I would turn down an afternoon in The Electric State. 93%
Daily Punch 8-1-25 Adjusted talent for Alien RPG
I’ve seen stuff
Adjusted: I just don’t care. When you make a panic roll, subtract 2 from the results.
Thoughts?
Daily Punch 7-31-25 Commanding Influence fear for Pathfinder 2nd ed
Everyone, Stay calm…BLAM!
Commanding Influence Feat 4
Bard envoy
Hey! Everything is fine! Just stay cool! When you roll initiative you can choose to do a Deception, Intimidate, or Diplomacy check instead. All creatures that have a lower initiative than you in the first round are considered off-guard to you.
Thoughts?
Daily Punch 7-30-25 Sucker Punch fighter feat for Pathfinder 2nd Ed
Go away!
Sucker Punch Feat 4
Barbarian Fighter Monk Ranger
Trigger Any enemy ends its movement adjacent to you
Step off! When an enemy ends it’s turn adjacent to you, you can make a unarmed melee strike against the target.
Thoughts?
Daily Punch 7-29-25 Missing Minutes computers feat for Starfinder 2nd Ed
Can’t see what you don’t record
Missing Minutes Feat 15
General Skill
Prerequisites legendary in Computers
You know exactly how to make the cameras miss what you want. You can use Computers skill to Avoid Notice, Hide, or Sneak actions instead of Stealth against tech items.
Thoughts?
Daily Punch 7-28-25 MOVE! general feat for Pathfinder 2nd Ed
I ain’t staying here!
MOVE! Feat 7
General
Trigger You would start your turn in an area where an effect would trigger at the start of your turn
Frequency once per day
Staying is a bad idea! When you would start your turn in an area where an effect would trigger at the start of your turn, before you turn starts, you may make a stride action as a reaction. If you leave the area where the effect would occur, the effect does not happen to you.
Thoughts?







