roll 1d4: (1) You literally bite and eat the bodies of the dead. (2)You pull the bones from the dead and merge them into yourself (3)the bones turn to dust and cling to yourself (4) you just absorb the bodies through your skeleton hands
1
failure and a bond goes sideways costing you 1d4 hp!
roll 1d4: (1) You litterally just stand right back up. (2)Your body falls appart and your bones just roll back into position standing (3)You fall to dust and reform the same way (4) You don’t even feel the attack!
1
failure and you can not have your body rolled!
2-11
failure
12-13
You die but return with 1d4 HP
14-17
You die but return with 2d4 HP
18-19
You die but return with 2d6 HP
20-23
You die but return with 2d8 HP
24-27
You die but return with 3d8 HP
28-29
You die but return with 3d10 HP
30-31
You die but return with 3d12 HP
32+
You die but return with 3d12 HP and gain 1 point of luck!
roll 1d4: (1) You litterally vibrate with speed (2)You move so fast none can see you move (3)As you move you seam to just glide around everyone (4) You see everyone else move in slow motion
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
You gain an additional d14 action die. You can not use this power for another day
14-17
You gain an additional d16 action die. You can not use this power for another day
18-19
You gain an additional d20 action die. You can not use this power while under the effect of this power
20-23
You gain an additional d24 action die. You can not use this power while under the effect of this power
24-27
You gain an additional d20 and d14 action dice. You can not use this power while under the effect of this power
28-29
You gain an additional d20 and d16 action dice. You can not use this power while under the effect of this power
30-31
You gain an additional d20 and d20 action dice. You can not use this power while under the effect of this power
32+
You gain an additional d24 and d24 action dice. You can not use this power while under the effect of this power
Arm bones connected to the hand bone and with enough philangies, you can build anything you want! This power allows you to build items that you have seen and depending on the level of the powers, you can produce items with charges or amunition
Manifestation
roll 1d4: (1) You take your own bones, remove, and build with them. (2)You reach into a bag and keep removing and building things (3)You keep breaking off ribs and building with them to no end (4) You pull bounds from the ground to pull bonds to build with
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
You can build an item as big as a fist that last for 1 turn
14-17
You can build an item as big as an arm that last for 1 turn
18-19
You can build an item as big as an arm that last for 1 hour and has up to 10 charges or 10 pieces of ammunition
20-23
You can build an item as big as a man that last for 1 hour and has up to 10 charges or 10 pieces of ammunition
24-27
You can build an item as big as a man that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
28-29
You can build an item as big as a car that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
30-31
You can build two items each as big as a car that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
32+
You can build an item as big as house that last for 8 hour and has unlimited charges and ammo for the duration.
Why not be a dinosaur? When you use this power, you assemble yourself into another creature. You gain the creatrues abilities, bonuses, and hit dice. When you are reduced to zero hit points in that state, you return to your normal form, regain all other abilities, and any remaining damage are transfered to your normal hit points.
Manifestation
roll 1d4: (1) you remove bones from some places, and move them to others to take on a different shape (2)Your bones morph into a new shape (3)you grap bones from around you and build a different body (4) In a poof of smoke, you become a different boney creatures
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
You can take on the form of any 1 HD creature
14-17
You can take on the form of any 2 HD or lower creature
18-19
You can take on the form of any 3 HD or lower creature
20-23
You can take on the form of any 5 HD or lower creature
24-27
You can take on the form of any 7 HD or lower creature
28-29
You can take on the form of any 10 HD or lower creature
30-31
You can take on the form of any 15 HD or lower creature
32+
You can take on the form of any mortal, none godly creature!
Build better friends! When you use this ability, increase the targets ability for 1 day. Afterwords, the targets abilities return to normal. If you use this ability on the target by a second time on the same target, they gain a random perminent defect as per the MCC core book.
Manifestation
roll 1d4: (1) you touch them and where you lay your ands their body expands (2)As you touch them, their whole fomr expands (3)With a gental touch, the body of your friend becomes more agile (4) A slap from your hand causes the body of your friend to enlarge
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
Reduce the targets stamina by 1.
14-17
Increase the targets stamina by 1
18-19
Increase the targets agility and stamina by 1
20-23
Increase the targets agility and stamina by 1d2 each
24-27
Increase the targets agility and stamina by 1d3 each
28-29
Increase the targets agility and stamina by 2d2 each
30-31
Increase the targets agility and stamina by 3d2 each
32+
Increase the targets agility and stamina by 3d3 each
roll 1d4: (1) you touch them and where you lay your ands their body colapses in (2)As you touch them, their whole fomr shrinks (3)With a small blow, the body crumples and crunches in (4) A slap from your hand causes the wasting of the body in your target
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
Reduce the targets stamina by 1.
14-17
Reduce the targets agility and stamina by 1
18-19
Reduce the targets agility and stamina by 1d2 each
20-23
Reduce the targets agility and stamina by 2d2 each
24-27
Reduce the targets agility and stamina by 3d3 each
28-29
Reduce the targets agility and stamina by 4d3 each
30-31
Reduce the targets agility and stamina by 4d4 each
32+
You completely disolve the bones of the target. their agility and stamina are reduced to 1.
TL; DR-Solid new information from a new place in DCC. 98%
Basics– Let’s go somewhere I never expected DCC RPG to go! Legends of Uganda does exactly what it says: it’s legends and lore from Uganda, providing monsters, mighty deeds, a new class, and weapons for the table to experience.
Mechanics or Crunch– This is a collection of new items for the table and honestly they feel like they fit. All the new toys for both players and GMs all fit into the existing power scale of DCC RPG. It’s fresh and new ideas that mesh well. 5/5
Theme or Fluff– What’s here is new and it’s interesting. Uganda is quite literally a world away from me. I have experience with Celtic folklore, Asian folklore, North and South American folklore, but I know a lot less about subSaharan African folklore. This book brings in a number of fun new ideas that you can bring to bear at the table. It would be very easy to do this disrespectfully, but this book treats the material and people with respect. 5/5
Execution-. This book is very well put together, but it has a few small issues. The book reads well and has good art, but some things are missing. There are four weapons, but they are in two different parts of the book. There are multiple monsters, but they are scattered apart. This isn’t a problem, but you can tell this was originally made from three different smaller PDFs put together. The joining of three books without reorganization wouldn’t be a major issue if the book had bookmarks or hyperlinks to jump to sections. This is a 3 dollar PDF that amazingly has over 30 pages. Honestly, I’m impressed by how much is crammed in here! Also, this has a completely new class, but no new spells. I would expect a few new spells in this book. Maybe in the sequel. 4.75/5
Summary– This book is new and fun! I love learning about new stuff from new places. There is nothing wrong with my 30+ Celtic adventures, but this book aims to show me something new and does it well. New toys for both the GM and the player are balanced well. The tone is respectful while keeping the material engaging. My only issues are some organization and the lack of spells. Show me some new magic from where you’re from and give me some hyperlinks, and I’d be thrilled. But then again, I want to stress this is a 30+ page book, so it’s good value for money. I’m looking forward to the next one in this series. 98%
They’re dead! But that won’t keep a good man down! If a friend dies, YOU MIGHT SAVE THEM! Only do this is the other PC consents to this
Manifestation
roll 1d4: (1) The body liquifies, but the bones remain and stand up! (2) The body becomes dust and the bones stand. (3)the bones stand up and the flesh remains. Gooey! (4) The body blows away in a puff of smoke and the bones are standing in its place
1
Failure and the character is truely dead
2-11
Failure but others can attempt to roll the body.
12-13
You revive the other character as a skeleton of their level
14-17
You revive the other character as a skeleton of their level with one additional hit point
18-19
You revive the other character as a skeleton of their level with 1d3additional hit point
20-23
You revive the other character as a skeleton of their level with 1HD additional hit point
24-27
You revive the other character as a skeleton of their level with 2HD additional hit point
28-29
You revive the other character as a skeleton of their level with 2HD additional hit point and one additioanl ability point in a random stat
30-31
You revive the other character as a skeleton of their level with 2HD additional hit point and 1d3 additioanl ability point in random stats
32+
You revive the other character as a skeleton of their level with 2HD additional hit point and 1d6 additioanl ability point in random stats
You’re dead! Well… dead again! But maybe not! Get better! When you are knocked unconcoucus, you can use this power to try to avoid dying for real!
Manifestation
roll 1d4: (1) the bones crack back together and you stand up (2) your bones fly to a standing position (3)All your bones roll back into position of a standing person (4) you turn to dust and blow back into a body
1
Failure and you’re truly dead forever!
2-11
Failure but others can attempt to roll your body…er… bones?
12-13
You die from damage, but in a turn you just stand back up after combat with 1 HP
14-17
You die from damage, but in a round you just stand back up after combat with 1 HP
18-19
You die from damage, but in a round you just stand back up after combat with 1HD of HP
20-23
You die from damage, but in a round you just stand back up after combat with 2HD of HP
24-27
You die from damage, but in a roundyou just stand back up after combat with 3HD of HP
28-29
You die from damage, but in a roundyou just stand back up after combat with 4HD of HP
30-31
You die from damage, but in a round you just stand back up after combat with 5HD of HP
32+
YOU ARE UNSTABALE! You instantly stand up and are at full health!