Daily Punch 9-16-25 True Name undead drawback for DCC RPG

how about more drawbacks to being undead!

True Name
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralNames have power!
Manifestationroll 1d4: (1) Uttering your true name renduces you a doll to the will of another. (2)Your real name causes you to lose consciousness until the power is done (3)You are awake, but must fight your bodies pull to do another bidding. (4) You feel happy to do what you are told upon hearing your name
1Roll this mutation check again, plus roll one additional defect.
2-4You must follow the command of those who say your true name if you fail a DC 20 WIll save for 1d6 hours
5-7You must follow the command of those who say your true name if you fail a DC 18 WIll save for 1d6 turns
8-11You must follow the command of those who say your true name if you fail a DC 16 WIll save for 1d6 round
12-15You must follow the command of those who say your true name if you fail a DC 14 WIll save for 1d3 round
16-17You must follow the command of those who say your true name if you fail a DC 12 WIll save for 1d2 round
18-19Your name makes your ears slightly blush
20+You must never say your true name, but upon its being said you gain 1d3 actions

Daily Punch 9-15-25 Up-Close Injector weapon for Pathfinder 2nd Ed

Right in the back!


Up-Close Injector

Uncommon agile
Price 2 gp; Damage 1d4 P; Bulk L
Hands 1; Reload 1
Type Melee; Category Simple; Group knife


This short dagger has a hollow chamber that is sprung when its stabbed into a target. The up-close injector auto injects any consumable loaded into the chamber.

Thoughts?

Daily Punch 9-11-25 Rotting negative quality for DCC RPG

More negatives to be an undead!

Rotting
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralYou are simpling falling apart
Manifestationroll 1d4: (1) Your body falls apart comically. (2)Your body rots and slofs off like rotting meat (3)You actively decompose in front of others. (4) You waste away with not trace
1Roll this mutation check again, plus roll one additional defect.
2-4You do not heal each night and you take 1d8 damage every day when you rest
5-7You do not heal each night and you take 1d6 damage every day when you rest
8-11You do not heal each night and you take 1d4 damage every day when you rest
12-15You do not heal each night and you take 1d3 damage every day when you rest
16-17You do not heal every night
18-19You look dead but no one cares.
20+You heal normally every night

Daily Punch 9-10-25 Attachment Ampule alchemical consumable for Pathfinder 2nd Ed

Why not make friends!


Attachment Ampule Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Attachment Ampule contains a single dose of a mind poison. Targets who consume tis poinson are friendly to those around them.

Attachment Ampule(Minor)Item 1

Price 3 gp
Bulk L
When this is consumed, you attempt a will save DC 15

Critical Success You are immune to all doses of Attachment Ampule for 24 hours.
Success You are unaffected.
Failure You are friendly to the administrator for 1 round.
Critical Failure You are friendly to the administrator for 1 round.

Attachment Ampule (Lesser)Item 5

Price 30 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 19.

Attachment Ampule(Moderate)Item 9

Price 150 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 24.

Attachment Ampule(Greater)Item 13

Price 600 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 29.

Attachment Ampule(Major)Item 15

Price 1,300 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 34.

Attachment Ampule (True)Item 19

Price 8,000 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 39.

Thoughts?

Daily Punch 9-5-25 Admonishment divine spell for Pathfinder 2nd Ed

GOD DAMN YOU!

Admonishment [two-actions]Spell 1

Manipulate Mental
Traditions divine
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
Defense Will


Your God breaks those whom you damn. When you cast this spell, you choose a target in range to make a Will saving throw with the effect determined below

Critical Success The target is unaffected.
Success The creature becomes sickened 1.
Failure The creature becomes sicked 1 and is blinded, defined, and restrained while sicked.
Critical Failure The creature becomes sicked 2 and is blinded, defined, and restrained while sicked..


Heightened (+1) You can choose one additional target.

Daily Punch 9-3-25 Bloodburn alchemical consumable for Pathfinder 2nd Ed

Let’s build enough consumables for an alchemist to inject into a target!


Bloodburn Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Bloodburn is a potential emetics that burns as it causes the vomiting.

Bloodburn (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed you gain  1d4 persistent fire damage and sickened 1. The flat check ends both conditions. 

Bloodburn (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent fire damage and sickened 1. The flat check ends both conditions.

Bloodburn (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent fire damage and sickened 2. The flat check ends both conditions.

Bloodburn (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent fire damage and sickened 2. The flat check ends both conditions.

Bloodburn (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent fire damage and sickened 3. The flat check ends both conditions.

Bloodburn (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent fire damage and sickened 3. The flat check ends both conditions.

Thoughts?

Daily Punch 9-2-25 Religious Vulnerability for DCC RPG

Back to more DCC fun for my Undead creatures!

Religious Vulnerability
Level: 1Range SelfDuration: permanentCasting time: noneSave: none
GeneralYou become vulnerable to a religious symbol. this symbol must be of one you could encounter on a daily bases from the area you are from.
Manifestationroll 1d4: (1) You begin to smoke and then burn at the sight of the symbol (2) Light shoots out of the symbol and begins to burn you (3)An invisible force pushes you down and back from the symbol (4) your brain is wracked by the words of that god and you are punished as an abomination by it
1Roll this mutation check again, plus roll one additional defect.
2-4You are weak to the symbol and while within 100 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every minute
5-7You are weak to the symbol and while within 100 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every 10 minutes
8-11You are weak to the symbol and while within 30 feet of the symbol, church, or holy ground of the god you light on holy fire 1d6 damage every 10 minutes
12-15You are weak to the symbol and while within 30 feet of the symbol, church, or holy ground of the god you light on holy fire 1d3 damage every 10 minutes
16-17You are weak to the symbol and while within five feet of the symbol, church, or holy ground of the god you light on holy fire 1d2 damage every 10 minutes
18-19You glow with the light of the god that hates you when shown wearing the holy symbol
20+You heal 1d4 hit points every hour while wearing the holy symbol