| Dust | ||||
| Type: action | Range: N/A | Duration: instantaneous | Save: none | |
| General | You crumple to dust and blow into a gap | |||
| Manifestation | roll 1d4: (1) A wind blows and you blow away with it (2) You collapse into a pile of ash and blow along the ground. (3) you grab onto something and you flow as a dust into it (4)You simply fall apart at a molecular level and flow into a hole | |||
| 1 | Failure, ability may not be used againt that day and it takes two actions to pull yourself together | |||
| 2-11 | Lost. Failure | |||
| 12-13 | You blow away and can crawl through anything the size of a dog door | |||
| 14-17 | You blow away and can crawl through anything the size of a cat door | |||
| 18-19 | You blow away and can crawl through anything the size of a mouse hole | |||
| 20-23 | You blow away and can crawl through anything the size of a door jam | |||
| 24-27 | You blow away and can crawl through anything the size of a key hole | |||
| 28-29 | You blow away and can crawl through anything the size of credit card/keycard | |||
| 30-31 | You blow away and can crawl through anything the size of paper’s thickness | |||
| 32+ | You can crawl into any sized space even if only a few molecules can fit in | |||
Category: DCC RPG
Daily Punch 10-12-23 Collapse skeleton power for DCC RPG
Ok, looks like Im doing this! Time to make a skeleton PC. I want skeletons, vampires, and Zombies to popup and play! Thinking they will be like MCC mutants. What say you? Here is a skeleton power
| Collapse | ||||
| Type: Reactive | Range: N/A | Duration: instantaneous | Save: none | |
| General | You are struck with a blow and collapse to minimize the damage | |||
| Manifestation | roll 1d4: (1) Teh blow knowcks you into a spray of bones (2) You collapse into a pile of musically tingeling bones with yoru skull on top. (3) Teh blow kocks out a support bone and you fall onto the attacker (4)You just fall flat onto your face and fall apart | |||
| 1 | Failure, ability may not be used againt that day, take 1d4 damage | |||
| 2-11 | Lost. Failure | |||
| 12-13 | You fall down, must spend an action to stand up, and you reduce the damage you took by 1d6 | |||
| 14-17 | You fall down, must spend an action to stand up, and you reduce the damage you took by 1d8 | |||
| 18-19 | You fall down, must spend an action to stand up, and you reduce the damage you took by 1d10 | |||
| 20-23 | You fall down, must spend an action to stand up, and you reduce the damage you took by 1d12 | |||
| 24-27 | You fall down, don’t need an action to stand up, and you reduce the damage you took by 1d14 | |||
| 28-29 | You fall down, don’t need an action to stand up, and you reduce the damage you took by 1d16 | |||
| 30-31 | You fall down, don’t need an action to stand up, and you reduce the damage you took by 5d4 | |||
| 32+ | You fall down, but do not need an action to stand up, and you reduce the damage you take by 5d6 | |||
Thoughts?
Daily Punch Mental Punch spell for DCC RPG
Time to make a mental monk like the Ancient One… who wants a new class?
| Mental Punch | ||||
| Level: 1 | Range Touch | Duration: instantaneous | Casting time: 1 action | Save: none |
| General | You focus your mental energy and use anchient hand motions to channel your power in to a concentrated punch | |||
| Manifestation | roll 1d4: (1) The casters hand glow with blue light. (2) the casters eyes surge with white light and a halo. (3) The spot where the caster touches the target expodes with blue light. (3)the caster crackles with power during the spell. | |||
| Corruption | Roll 1d8: (1) the caster’s eyes glow black. (2) the caster’s skin gains a blue sheen. (3)caster’s fists become skeletal. (4) the caster shoots a blue light around themselve. (5) minor corruption; (7)major corruption. (8)greater corruption | |||
| Misfire | Roll 1d3: (1) the caster’s power flows inward and they take 1d6 damage. (2) The target is healed for 1d6 damage. (3) Power flows out from the caster like a flood and all alies take 1d4 daage within 20 feet. | |||
| 1 | Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. | |||
| 2-11 | Lost. Failure | |||
| 12-13 | You punch in to the target and do 1d6 damage | |||
| 14-17 | You punch in to the target and do 1d8 damage | |||
| 18-19 | You punch in to the target and do 2d6 damage | |||
| 20-23 | You punch in to the target and do 2d8 damage | |||
| 24-27 | You punch in to the target and do 2d10 damage | |||
| 28-29 | You punch in to the target and do 3d10 damage | |||
| 30-31 | You punch in to the target and do 3d12 damage | |||
| 32+ | You punch into the target and utterly obliterate the target from existence. It’s soul is rendered to pieces by this attack as well. | |||
Daily Punch 10-2-23 Grab mighty deed for DCC RPG
I just want to grap and guy and shove him to the ground!
| Grab | |
| When you have a weapon in one had ad a free hand, you can attempt to grab a foe as you smash them with a weapon | |
| Deed Die | Grab Result |
| 3 | You deal damage as normal, but may attempt a separate grapple attempt |
| 4 | You deal damage as normal, and automatially grab any small foe. You may attemp a seperate grapple attempt on any other sized foe |
| 5 | You deal damage as normal, and automatially grab any human sided foe foe, and pin a smaller foe. You may attemp a seperate grapple attempt on any other sized foe |
| 6 | You deal damage as normal, and automatially grab any foe double your size. You automatticaly pin a human sized or small sized foe. You may attemp a seperate grapple attempt on any other sized foe |
| 7+ | You deal damage as normal, and automatially grab any foe up to quadrouble your size. You automatticaly pin a foe double your size or smaller. You may attemp a seperate grapple attempt on any other sized foe |
Daily Punch 9-13-23 Mind Break spell for DCC RPG
Let’s reach some hearts.. and minds!
Break Mind
Level: 1 Range: 40’ Duration: Varies Casting time: 1 action Save: Fort vs. check
General The psychic throws a bolt of blinding pain into the brain of a foe.
Manifestation Roll 1d4: (1) the wizard’s head glows purple; (2) the target’s head glows black; (3) the target’s head begins to stink; (4) The wizards head becomes translucent and his brain and nerves are visible.
Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2)rot begins to appear on the casters head; (3) caster’s head permanently glows with a sickly red aura;
(4) the caster hears whispers from the throughs around him; (5-6) minor corruption; (7) major corruption;
(8) greater corruption.
Misfire Roll 1d3: (1) caster bind is blinded by pain and they take 1d4 psychic damage; (2) a random ally of the caster caster hears their thoughts for 1d4 hours; (3) A random creature with in 40’ takes 1d6 psychic damage.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)
corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The target takes 1d2 points of psychic damage. A save prevents the damage.
14-17 The target takes 1d4 points of psychic damage and is stunned for one round. A successful save prevents the target from being stunned.
18-19 The target takes 1d8 points of psychic damage and is stunned for 1d3 rounds. A save prevents the target from being stunned.
20-23 The target takes 1d12 points of psychic damage and is stunned for 2d3 rounds. A save prevents the target from being stunned.
24-27 The target takes 2d8 points of psychic damage and is stunned for 2d6 rounds. A save prevents the target from being stunned.
.28-29 The target takes 3d8 points of psychic damage and is stunned for 2d8 rounds. A save prevents the target from being stunned.
30-31 The target takes 4d8 points of psychic damage and is stunned for 2d10 rounds. A save prevents the target from being stunned.
32+ The target’s head explodes and they instantly die. A save results in them taking 5d8 points of psyched damage instead.
Thoughts?
Daily Punch 8-23-23 Healing Strike cleric spell for DCC RPG
I want to swing a sword and heal a friend. Can we do both….
Healing Strike
Level: 1 Range: touch Duration: instantaneous Casting time: 1 action Save: N/A
General The cleric swings his divine weapon at a foe and with one swift motion lays his hands upon a friend to save his life
Manifestation Roll 1d3: (1) Light surrounds the clerics weapons and hands; (2) The foe is surrounded by darkness and the ally is engulfed in light; (3) holy music surrounds the cleric out to 30 feet.
1 The cleric heals the enemy 1d8 hit points, attack friend using d10, and disapproval.
2–11 Failure.
12-13 The cleric may heal a friend for 1d3 hit points and make a melee strike at a foe using a d10.
14-17 The cleric may heal a friend for 1d4 hit points and make a melee strike at a foe using a d12.
18-19 The cleric may heal a friend for 1d6 hit points and make a melee strike at a foe using a d14.
20-23 The cleric may heal a friend for 1d8 hit points and make a melee strike at a foe using a d16.
24-27 The cleric may heal a friend for 1d10 hit points and make a melee strike at a foe using a d20.
28-29 The cleric may heal a friend for 1d12 hit points and make a melee strike at a foe using a d20.
30-31 The cleric may heal a friend for 4d4 hit points and make a melee strike at a foe using a d20.
32+ The cleric may heal a friend for 6d4 hit points and make a melee strike at a foe using a d24.
Ring Side Report- RPG Review of Space Station M – Monster Manual Zines for 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets
Product– Space Station M – Monster Manual Zines for 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets
System- 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets
Producer– Bloat Games
TL; DR-Solid retro player toys and monsters 97%

Basics– Time to fire the cold beam and then fire some missiles! Space Station M is a love letter to Metroid video games, being both a monster manual and an armory with art and creature breakdowns for all the classic monsters you find in almost every Metroid game.
Mechanics or Crunch– This book gives you the crunch of Metroid! You have the monsters you expect and they do the things you think they should do. I didn’t feel anything was broken or game breaking in either the foes you face or the toys they drop when they die. I am impressed that this is both the monster manual and the treasure vault for these in one. 5/5
Theme or Fluff– If you know what you are getting, you are going to get a solid product. This is NOT an adventure. It’s monsters. If you expect a story you can play through, you will have a bad time. But, the book says that explicitly, so it’s not a trick on their part. What is here is solid, and the monsters feel like they should. The equipment is almost everything you would expect, but I miss the grapple beam and the ball power ups. 4.75/5
Execution– PDF? Yep. Hyperlinked? No….. Solid Art? Yep. Good layout? Yes. Overall these are a solid books with good art, layout, and a fun art style. The things that I miss are hyperlinks and maybe pictures for all the equipment. Nothing is horrible and it’s a perfectly good product, but I’ve grown to expect hyperlinks. 4.75/5
Summary– This is a solid product, if you know what you are getting. I thought there would be an adventure. That is completely on me. It makes no claim to that. Once I got over that, I saw the product for what it is: solid, retro game vibes and modern mechanics for my favorite sci-fi franchise. I’d like a few more toys and hyperlinks, but you will enjoy this if you want monsters and items to throw into your 5e, Survive This, and DCC/MCC games. 97%
Daily Punch 5-17-23 Curse cleric spell for DCC RPG
Time to make some people pay!
Level 1 Cleric Spell
Level 1 Cleric Spell
Curse
Level: 1 Range: Touch Duration: 1 turn or more Casting time: 1 action Sava: Will
General The cleric asks their god to bestow a horrible curse upon the enemy causing the enemy to fail actions or other misfortunes.
Manifestation Roll 1d4: (1) foul purple light surround the target; (2)the area around the target dims; (3)demonic crows smash into the target; (4) discordant music fill the area round the target.
| Result | Outcome |
| 1-11 | Failure |
| 12-13 | The target has a -1 penalty to all attack rolls for 1 round |
| 14-17 | The target gains a -1 penalty to all attack rolls for 1 turn |
| 18-19 | The target gains a -1 penalty to all rolls and last for 1 turn. |
| 20-23 | The target gains a -2 penalty to all rolls for 1 turn. |
| 24-27 | The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 5′ gain the same curse while in the area. |
| 30-31 | The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 10′ gain the same curse while in the area. |
| 32+ | The target is unmade and removed from the stream of time as it is punished for its sins. Only the favor of another god can restore the target to existence. This may upset other gods and powers and the caster may choose a lower result instead. |
Ring Side Report- RPG Review of Dungeon Crawl Classics Dying Earth #0: The Black Obelisk
Product– Dungeon Crawl Classics Dying Earth #0: The Black Obelisk
System- DCC RPG
Producer– Goodman Games
Price– $7 here https://www.drivethrurpg.com/product/393054/Dungeon-Crawl-Classics-Dying-Earth-0-The-Black-Obelisk?affiliate_id=658618
TL; DR-Short and Sweet! 97%

Basics– Time for the trip! You are all traveling for a possibly once in a lifetime religious trip across the dying earth. Will you survive and thrive or will you die along the way? What will your god have to say about the things you do along the way?
Mechanics or Crunch– This is a fun multichoice adventure, but it’s short. There are three paths the players can take, but the paths might need a bit more. I like what’s here, but if your players don’t roleplay a ton, you will get this done in about two hours. That’s pretty short! 4.5/5
Theme or Fluff– This does feel like DCC, and now I want to read some Vance. I didn’t read a ton of Jack Vance before this. I know its where DnD magic comes from, but that was the extent of my knowledge. After reading this, I feel its themed enough to feel like a DCC funnel as I kill loads of PCs, but I also feel like I want to learn more about the world this comes from. 5/5
Execution– PDF? Yep. Funnel? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? This is what I expect from Goodman Games and a funnel. Solid work Goodman games! 5/5
Summary– This was a fun adventure to get my players into the world of the Dying Earth. Heck it got ME into the world of the Dying Earth! I want to read more of this to get deeper in, so mission accomplished there adventure! The crunch is good with the only real problem being the length of the adventure. It’s not bad by any stretch, but it is short. At a con on the last day, that might be a godsend for BOTH the GM and the players as you want to keep having fun, but you need a rest. But, as a start, it’s a few points off. That said, if my only real complaint about this product is I want more, then this is a solid product! 97%
Ring Side Report-RPG Review of DCC Day #2: Beneath the Well of Brass
Product– DCC Day #2: Beneath the Well of Brass
System- Dungeon Crawl Classics
Producer– Goodman Games
Price– $6.00 here https://www.drivethrurpg.com/product/352617/DCC-Day-2-Beneath-the-Well-of-Brass?term=beneath+the+well+of+brass?affiliate_id=658618
TL; DR– Great intro fun with some crazy story elements. 97%

Basics– Dragged by a brutal “king”, you have to find the secret of immortality or your village dies. You are nobodies when you go into the volcanic tunnel under a mountain, but you will emerge heroes if you survive!
Mechanics or Crunch-This is a great adventure for starter heroes. The players will get a kick out of this adventure as they get the basics overall. One issue is that there isn’t much combat here. There are traps, some crazy bits, and a finale, but not a ton of fights. A bit more would make this more fun. Also, most of my players get through this adventure in about three hours, so it’s a bit short. A few more fights might help this one. But what is here is nicely balanced, and a fun intro for your newer players. 4.5/5
Theme or Fluff– Oh DCC, never change! This story is crazy as you just get dumped into the dungeon, and then planar transport before level 1! Solid crazy stuff here; hellknights, a city of djinn, and a thug who needs killing all feature into this adventure. This adventure is just crazy gonzo fun for your players. 5/5
Execution– PDF? Yes. Hyperlinked? Yes. THIS IS LESS THAN 20 PAGES AND IT HAS HYPERLINKS! Goodman games knows how to put out some solid stuff. It has crazy, old school art. It’s easy to read. It’s fun to read on its own. It’s all the things I want in an intro adventure. 5/5
Summary-Solid work here for DCC Game Day. If you want to have some quick intro fun for your players to enter the world of DCC RPG. This is a well written, well crafted, easy to read adventure that is something almost every DCC gamer and honestly every RPG player should try. Check this one out quickly! 97%




