Daily Punch 3-2-21 Weakness spell for DCC RPG

How about one more version of this spell?

Weakness
Level: 1Range 50 feetDuration: 1 round per CLCasting time: 1 actionSave: Fort save
GeneralThe caster bistows weakness on a character
ManifestationRoll 1d4: 1-The target’s skin begins to crack and flake off; (2)The target begins to bleed from its nose, mouth, and eyes (3) The targets joints begin to lock in place; (4) the target begins to be pelted by a migrane
CorruptionRoll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) The casters hair begins to fall out (3) The caster’s begins to dripple constantly. (4) The caster begains to limp
MisfireRoll 1d4:(1)The caster’s mouth fills with blood and sours to the point he gains a -2 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones begin to break easily causing double damage for 1d6 rounds. (3) The caster begins to go blind for 1d3 hours (4) The caster’s limbs become so week he can’t use them for 1d6 turns.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
2-11Lost, failure
12-13You curse the target with weak saves. they take a -1 penalty to all saves.
14-17You curse the target with breakable bones. They take an additional 1d4 damage from each attack.
18-19You cure the target with weak body. They take a 1d6 penatly to all checks and attacks.
20-23You bring all three curses upon them! They take a 1d6 penalty to all saves, checks, and attacks, and any damage on them does an additional 1d6 points of damage.
24-27You weaken them completely. Any attack on the target uses a d24 as a base and any roll above 20 counts as a critical hit.
28-31You decimate the body. Each round the target takes 1d20 damage at the start of their turns, and any attack on the target rolls a d30 with any result over 20 on the die being a critical hit.
32+The target is on death door. All attack on the target use a d30, score a critical hit on an attack that scores over 20 and hit, and all targets add an additioanal d12 to the critical table to determin the effect.

Daily Punch 1-7-21 Smack Can tech item for Mutant Crawl Classics RPG

Ok, we need one more system with a can to smack an idiot!

Smack Can
Tech Level: 2 Complexity Modifier: 2
Range: 10’ radius, special
Damage: 6d10 main, 6d6 others
Special: wielder immune
Power: Self
Smack cans are highly compressed depleted uranium cans. A wielder makes a melee attack on someone instead of throwing the can. If it hits, the main target takes damage as above, but then the can explodes and hits all creatures in the area with acid-based damage except the person who swung the can.

Thoughts?

Daily Punch 12-28-20 Santa’s Little Helpers spell for DCC RPG

want to make a Santa patron, so we need some Santa spells!

Santa’s Little Helpers
Level: 2Range 30 feetDuration: 1 nightCasting time: 1 turnSave: N/A
GeneralThe caster brings forth servents of the master to do what must be done!
ManifestationRoll 1d4: 1-The caster stomps his staff and snow forms into the creatures summoned. 2-the caster flicks his wrist and creatures always there step into view. 3-when the caster claps his hands a blizzard springs forth and the creatures step forth. 4-the caster winks and the creatures appear.
CorruptionRoll 1d6: 1-4 minor, 5-6 major
MisfireRoll 1d4:(1)The caster’s mouth fills with sour taste to the point he gains a -4 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones turn to candy and break easly causing double damage for 1d6 rounds. (3) Everything tasts like candy so the caster tries to eat everythign and everyone for 1d4 rounds. (4)The caster must make a DC 10 Fort save or he turns into a cookie gingerbread man for 1d6 rounds. He can move freely as this cookie, but has a 1 for Strengh, Agiligy, and Stamina until the spell ends.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire.
2-11Lost, failure
12-13failure, but the spell is not lost.
14-15You summon forth a 1HD elven creature. this creature has a bonus to crafting things, climbing, and hiding equal to 1/4 your spell check result. these creatures follow you commands to the best of their ability. They build anything you want in 1/4 the time it normally takes.
16-19You summon forth 2d4 elven creatures as described below.
20-23You summon forth a 3HD flying reindeer.
24-30You summon forth eight 4HD flying reindeer and a sleigh. the sleigh is large enough to accommodate seven regular humanoids. the sleigh also comes with one elven creature as described below. all follow your commands. While at rhe helm of the sleigh, you see through all darkness and storms, noth magical and mundane.
31+You summon forth one 16 HD demon. this demon carries a cage and a whip. it is immune to fire and cold. ot can also teleport from darkness to darkness. It gains one step up the dice chain for any action against a creature that has performed an evil act in the last week.

Daily Punch 12-21-20 Candy Crush Spell for DCC RPG

DCC needs a Santa Claus patron. Let’s work on that! First, some spells for that patron.

Candry Crush
Level: 1Range SelfDuration: 1 round per CLCasting time: 1 actionSave: N/A
GeneralThe caster crushes a piece of candy and gains powers based on his control of the candy!
ManifestationRoll 1d4: 1-The caster unraps a piece of candy and eats it; (2)the caster crushes a piece and blows it into the wind; (3) The caster swips into the air and glowing pieces of candy flash before everyone; (4) The caster reaches into the air and from between joined hands pulls a glowing candy cane out and waves it like a wand
CorruptionRoll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) streaks like candy canes appear on the caster’s body. (3) the caster gains pieces of candy imbedded in their skin. (4)the caster’s food turns into candy corn
MisfireRoll 1d4:(1)The caster’s mouth fills with sour taste to the point he gains a -4 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones turn to candy and break easily causing double damage for 1d6 rounds. (3) Everything tastes like candy so the caster tries to eat everything and everyone for 1d4 rounds. (4)The caster must make a DC 10 Fort save or he turns into a cookie gingerbread man for 1d6 rounds. He can move freely as this cookie, but has a 1 for Strength, Agility, and Stamina until the spell ends.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
2-11Lost, failure
12-13You shot a piece of candy at an enemy doing 1d4 points of damage. No save
14-17You summon forth a sword made of pure candy cane. the sword does 1d6 + intelligence modifier damage upon a hit and counts as magic. Any damaged tissue is turned to candy and can only be healed by magic. You may choose a lower result if you so choose.
18-19Throw three pieces of candy each doing 1d8 points of damage to a target. No save. You may choose a lower result if you so choose.
20-23You or someone of your choosing within 30 feet gain the armor of the candy knight. You gain plate armor with an additional +4 bonus to AC. You may choose a lower result if you so choose.
24-27You target one enemy you can see and they crush from the outside in like the candy between your fingers. The target takes 2d24 crushing damage. This damage my only be healed via magic. If the enemy dies from this damage, it explodes into candy. You may choose a lower result if you so choose.
28-31You or another ally becomes the candy knight. Gain plate armor with a +4 extra bonus as well as the candy sword that does 1d8 damage that can only be healed via magic as the wound turns to candy. You are also immune to any fire damage as you no longer melt in any hand. You can choose a lower result if you so choose.
32+Choose a target in range with less than 60 HP total. That target instantly explodes into hundreds of pieces of candy

Daily Punch 10-12-20 Elf and Halfling racial template for Star Crawl

How about some more racial templates for star crawl?

Elf: Long lived, graceful, and aloof, elves have lived long enough for some of the oldest of them to see elves go from living in forest homes to living among the stars. The other races think them haughty, but honestly you deserve to be better then the rest as you are just better.
Stat Adjustments: Stamina -1, Intelligence +2, Agility +1
Special Abilities: Long-lived(Elves live up to 500 years), Magical ( choose one level one wizard spell that you cast as a wizard of your level)

Halfling: Adorable and short, halflings are the vagabonds of humanity. These small explorers took to the skies like fish to water as they drive space caravans across the stars.
Stat Adjustments: Stamina -1, Ability +2, Personality +1
Special Abilities: Lucky( when you spent a point of luck, you gain +1d4 instead), small( you are small sized)

Thoughts?

Daily Punch 10-7-20 Dwarf racial template for Star Crawl/DCC RPG

Why not bring the old races back!

Dwarf: Short, built, and hardy, dwarves are the bedrock of any group they are part of. Haling from under the earth, they find the transition to space hard, but fit in well into spaceships where a crew might not see open sky for months at a time.
Stat Adjustments: Stamina +2
Special Abilities: Burly(add 1/2 Level (minimum +1) to Fortitude Saves)

Thoughts?

Ring Side Report-RPG Review of Star Crawl

Product– Star Crawl

System- DCC RPG

Producer– Tuesday Night Fiend Club

Price– $10.00 here https://www.drivethrurpg.com/product/254637/Star-Crawl?affiliate_id=658618

TL; DR– DCC Starfinder!  88%

Basics– Need some space in your DCC RPG?  Want to play Starfinder and DCC?  Then Star Crawl is for you.  Let’s see what the new things are from DCC RPG.

Basics-Can you play DCC RPG?  Then you can play this.  Honestly that’s the big mechanics of this.  Seriously!  That’s not a bad thing.

Races-  Star Crawl introduces race templates.  You choose a race template that you add to a character at level 1 or 0.  It’s a few ability changes and a few extra abilities.  Nothing too crazy, but some solid additional crunch to the system.

Space ships-  You can’t have space opera without space ships.  This system adds in space much like Starfinder.  Basically, pilot checks determine who goes from low to high as you outmaneuver other ships.  It’s simple to keep in the flavor of DCCRPG.

This is’t a complete change so much as an incremental change.  Let’s look at my thoughts on this.

Mechanics or Crunch-This is both the high point and the low point of the book.  Why high?  The new stuff is great!  I love what’s here. Solid new classes.  Solid application of the basic ideas of DCC RPG.  Solid new races.  Everything here is great.  Why low?  It didn’t feel like enough. I want more spaceships.  I want  more space options.  It’s kind of a short book.  It was great, but I was just left wishing for more to help me build my space world. 

4.25/5

Theme or Fluff-I was looking for some Star Wars DCC RPG, and this delivers.  You get new settings to play, and the fluff to get there.  What I do need more of is world building.  It’s a solid intro book with the basic ideas of the universe, but I need more.  The included adventure builds that out, but I would have liked a bit more history, background, and details to draw me in and help me make it my own.  4.5/5

Execution–  PDF?  YEP!  Hyperlinked?  no…I can live without the hyperlinks, but they help, especially for an intro book.  The rest of the book is well done.  The art is simple, but charming.  The layout works well.  It reads easily, and is approachable.  Overall, this is a solid book, but I still want a few more tech toys.  4.5/5

Summary– My players and I are chomping at the bit to get into this.  I like this book and world.  The mechanics are good, but I need more toys for the sandbox.  The world is solid, but needs more to help me build and expand.  All in all,  for a small publisher, this is an amazing book that I really recommend to anyone who needs a bit more scifi in their fantasy.  If you want some space fun, throw your DCC RPG players into this space opera. 88%

Daily Punch 10-6-20 Gas Creature Race template for DCCRPG/Star Crawl

Reading Star Crawl, and I thought about this as I went through the race section.

Gas Creature: Some creatures are not beheld to a body. They exist as a creature of pure thought and molecules. These intelligent gasses are far harder to hurt then the simple protein based bodies of their kin, but lack the physical form to do much heavy lifting.
Stat Adjustments: Strength -2; Intelligence +2; Hit Die -1 Step (min d4)
Special Abilities: Gas Form (physical damage is reduced to minimum for all attacks), Space farer(does not need space suit in areas of no oxygen and is not harmed by environmental extreme cold or hot but take normal elemental damage from weapon, attack, or spell)

Thoughts?

Ring Side Report-RPG Review of Dungeon Crawl Classics #94: Neon Knights

Product– Dungeon Crawl Classics #94: Neon Knights

System-DCC RPG

Producer– Goodman Games

Price– $6.99  here https://www.drivethrurpg.com/product/221855/Dungeon-Crawl-Classics-94-Neon-Knights?affiliate_id=658618

TL; DR-Two tastes that don’t quite go together. 78%

Basics-How do we stop a hoard who feels no pain!  Zombies or unfeeling monsters have surrounded the town, and you are called to aid the defence.  But mid-meeting you are whisked away to do the bidding of a wizard.  Can you save the town and stop being a mister fixit on call?

Mechanics or Crunch-This adventure is short!  The major bad guy is the wizard who keeps summoning you.  You can fight the zombies, but the book makes it seem like you will die.  As a DM I would kill you as well.  The tower with the wizard isn’t bad, but he also is pretty much the only thing in it.  It’s a short dungeon with balanced fights, but just not enough of them.  It’s a little too old school as you have to find the fights and the goods here as opposed to them being out in the open for you to pillage and kill.  I didn’t hate it, but it will require you to punch up the adventure to keep your group involved.  4/5

Theme or Fluff-There are not one, but two things for the PCs to face. But, they are tied together.  BUT, only you, the GM, really get that.  The wizard only brings you in when he needs help.  You have to find and explore the place in seven rounds before he sends you back.  The zombies are ok, but why are they here?  I know why because I read the book, but it feels like two different adventures put together.   I didn’t hate this, but even after reveals, my players felt like there were really two adventures here.  Both of the singles are good, but together it’s three Michelen star steak mixed with gold ribbon winning chocolate.  Maybe these two things shouldn’t go together.  3/5

Execution–  PDF?  YEP!  Hyperlinked?  no…That’s honestly my biggest gripe here.  The execution isn’t bad.  I would like clean maps I can show my players without having things marked on the map that they find.  Text read fast and I could play quickly.  It is one of the standard well put together DCC modules I know and love.  4.75/5

Summary-I don’t hate this one, but this might not be the first adventure I show to new players.  I was able to turn this to keeping my players on the purple planet.  It works well that way, but the basic story gets lost in most of the GM fluff.  Not bad, but unless the players work to make friends with their captor, they won’t get it.  The dungeon needs more pieces and stuff to play with in the form of fights or toys.  The presentation is good, but I still want hyperlinks!  Overall, it’s an ok adventure that is maybe a bit too stuffed with disparate things.  78%

Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?

 

Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Titles
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4

 

Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6

 

Hit points: A heavenly hitman gains 1d6 hit points at each level.

 

Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.

 

Magic: A heavenly hitman cast spells as a cleric.

 

Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.

 

Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.

 

Luck: A heavenly hitman adds their Luck modifier to their backstab damage.

 

Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

Thoughts?