Hard to hurt the dead!
Undead Resilience Feat 5
Borai
The dead don’t feel. You gain resistance to all damage equal to one-third your level (minimum 1).
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Thoughts?
Hard to hurt the dead!
Borai
The dead don’t feel. You gain resistance to all damage equal to one-third your level (minimum 1).
.
Thoughts?
More nature, and times for the one for more spells!
General Skill
Prerequisites master in nature
You’ve picked to continue to learn even more! Once per day, you can choose an primal 1st level spell that is not uncommmon and attempt a DC25 arcana check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.
Thoughts?
Product– High School Cthulhu Demo
System- High School Cthulhu
Producer– Gear Games
Price– FREE here https://www.backerkit.com/c/projects/gear-games/high-school-cthulhu-roleplaying-game
TL; DR– 90s teen Cthulhu. 99%

Basics– Homework and the end of days? Bummer…. High School Cthulhu is about that turbulent time in any young man’s life where the elder gods are trying to end life as we know it and you have to figure out the school dance. High School Cthulhu is a teen drama RPG set in the 90s where all of Lovercraft is happening just below the surface. Let’s go Innsmith tentacles! Here is the breakdown.
Base Mechanics and stats- Every character has base attributes that can’t go below 1 and base skills for each stat that can’t go below one. Each time you want to do anything, the GM will tell you the skill and attribute to roll. You take that many d6s and roll them. You are not aiming for any particular number, just a group of one number. The number of same results you get determines the level of your success. More successes is better than less.
Rerolls-You can choose to take any number of unsuccessful dice and reroll them. If you do, you MUST roll one more of the number you saved. If you do, great! Take the new result or reroll again. If you fail to get another number like the ones you saved, then you fail!
Grit-Grit is your hit points. You gain and lose these as things happen. They are not the same as your DnD hit points, but they serve the same function. Lose too many and bad things happen, like getting knocked out.
Miracles and Guts- If you succeed at anything really well you gain Guts. Guts give you special bonuses to rolls or help a bit in a situation. Miracles are like guts but WAY bigger. You’re still a teen and mortal. You can absolutely get wrecked by some monster or a crazy person with a shovel. Miracles are your dad stepping in punching the guy or talking the cops out of arresting you for breaking into the school.
Madness– Wouldn’t be Cthulhu without madness. Each character has a spiral of madness. As you see things and fail rolls you gain madness. Along the spiral you hit bad points and you get a bit crazy. These are not realistic mental illnesses, but it does give the Lovecraft flavor we know and love. Lose too much and you lose yourself.
Drama- And it wouldn’t be teen-centered storytelling without drama! As you fight other characters and fail rolls, you gain drama. Too much drama and everyone has to have a montage where you all separate and have a sad moment to reconcile, but friendships are hurt and bonds broken. Standard teen stuff.
Allright, let’s review the game
Mechanics or Crunch– This is an interesting take on a d6 system. You roll a bunch of dice and see what happens. You don’t need specific dice results, so it’s different. I do love rolling 40 dice in Shadowrun, but while this is different it is fun still. SImple and clean make a good system. 5/5
Theme or Fluff– I WAS a teen in the 90s! I remember most of the movie and show references this game parodies, and I love it. It might not be for the younger kids, but if you remember “I know what you did last summer” and read “The shadow over Innsmouth” in the 90s, then this is the game for you. So many references in this book! I like what’s here, and if you need to take aspirin for your knees in the morning, you will too. 5/5
Execution– This is a near perfect demo for the game. You have a decent rundown of the game, fun worldbuilding, and a FULL four hour adventure with multiple premade characters. It reads fast and easily, but no hyperlinks! That is the lone issue with this book’s construction. 4.95/5
Summary– This is free and hits near Halloween. Just go get this one from the backerkit. I love what I see, and the price is right for free! I love the game, and I hope you do as well. Solid 90s vibes with solid Cthulhu energy. 99%
How about some love for basic nature spell casting
General Skill
Prerequisites expert in nature
You’ve learned from the forest. Once per day, you can choose an primal cantrip and attempt a DC20 nature check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an expert to determine spell casting attack or save DC.
Thoughts?
That boy can take a punch!
Vesk
You are built tough. Gain 2 additional hit points per level.
Thoughts?
Are you sure??
General Skill
Prerequisites expert in Nature
You pay attention in the forest, and it will take care of you. You gain the the ability to craft and identify potions, alchemical elixirs, and poisons using Nature as the associated skill instead of Craft.
Thoughts?
Pop your claws!
| Claws | ||||
| Level: 1 | Range personal | Duration: varies | Casting time: 1 action | Save: none |
| General | Your fingernails extend into talons | |||
| Manifestation | roll 1d4: (1) Your fingers extend to knives (2) Your skill pulls back to reveal sharp fingernails (3)Your hands spontaneously become elongated talons (4)Nothing changes on a large level, but at a small level your nails are sharp down to an atomic level | |||
| 1 | failure, power may not be used again today | |||
| 2-11 | failure | |||
| 12-13 | Your claws are melee weapons dealing 1d4 damage on a hit for 1 round | |||
| 14-17 | Your claws are melee weapons dealing 1d6 damage on a hit for 5 rounds and you gain 1d2 on critical hits | |||
| 18-19 | Your claws are melee weapons dealing 1d8 damage on a hit for 10 rounds and you gain 1d4 on critical hits on critical hits table results | |||
| 20-23 | Your claws are melee weapons dealing 2d6 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 19 or 20. | |||
| 24-27 | Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 18 to 20. | |||
| 28-29 | Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 17 or 20. | |||
| 30-31 | Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 16 to 20. | |||
| 32+ | Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 2d8 on critical hits table results and can critical on a 15 to 20. | |||
Where did he learn to negotiate?
Gunslinger Operative Linguistic Mental
Trigger You miss, but do not critically miss a ranged attack
Too close! When you miss a target, you can immediately make a demoralize check against the target of the attack.
Thoughts?
bite bite!
| Regenerative Bite | ||||
| Level: 1 | Range 30 feet | Duration: instantanous | Casting time: 1 action | Save: Reflex vs vampire check |
| General | You pull blood from a unwilling living creature and gain life | |||
| Manifestation | roll 1d4: (1) You sink your teeth deep into the creatures neck (2) You grab the creature by the neck and pull blood form their body into yours (3) You lash the target and lap up the blood (4)With a touch, the target withers and you gain vitality | |||
| 1 | failure, power may not be used again today | |||
| 2-11 | failure | |||
| 12-13 | You deal 1d4 damage to the target and heal 1 HP | |||
| 14-17 | You deal 1d6 damage to the target and heal half rounded down | |||
| 18-19 | You deal 1d8 damage to the target and heal half rounded down | |||
| 20-23 | You deal 2d6 damage to the target and heal half rounded down | |||
| 24-27 | You deal 3d6 damage to the target and heal half rounded down | |||
| 28-29 | You deal 3d8 damage to the target and heal half rounded down | |||
| 30-31 | You deal 4d8 damage to the target and heal half rounded down | |||
| 32+ | You destroy the target and heal half its maximum hit points, rounded down | |||
Are you sure??
General Skill
Prerequisites master in a specific lore
You know what they say about assumptions. When it pertains to a topic that you have master training in or higher, you can use this lore skill in place of deception or diplomacy skills.
Thoughts?