COVER ME! RELOADING!
Rapid Reload free action Feat 1
General
Keep the fight going! Reduce the number of actions you need to reload a weapon by 1. If this reduces the actions need to reload a weapon to zero, reloading becomes a free action.
Thoughts?
COVER ME! RELOADING!
General
Keep the fight going! Reduce the number of actions you need to reload a weapon by 1. If this reduces the actions need to reload a weapon to zero, reloading becomes a free action.
Thoughts?
Product– Cypher Preview FREE!
System- Cypher System
Producer– Monte Cook Games
Price– FREE here https://www.drivethrurpg.com/en/product/534071/cypher-preview-free?affiliate_id=658618
TL; DR-A solid product introduction. 100%

Basics– Don’t call it a comeback! The Cypher System is getting a kind of second edition! Not really, but kind of! Monte Cook games has released a preview of their second edition of the game, so let’s dive into the preview of what’s the same and what’s changing.
Base mechanics– This isn’t changing. Your Game master says a thing is level x. You multiply that x by 3 and need to roll over that on a d20. You have abilities that knock down that level by an amount and you still attempt to roll over that on a d20. Still slick and easy to learn.
Effort – This isn’t changing. You have three pools to draw resources from. You have Effort that reduces the amount you need to spend on a power. You can spend from your pool to use a power or to reduce the difficulty level of a skill challenge. You spend 3 points for the first level, reduced by effort, and 2 points per level after that. Still slick as always.
Damage and armor– Here’s comes the big changes. Armor now acts like an ability, reducing the level you need to go against when you dodge or block. Also, damage now comes in three flavors as you have minor, moderate, and major. You have three minor to a moderate, and three moderate to a major. Once you have three major, you are knocked out. Previously, damage went against your pools.
Cyphers- Cyphers are another big change. Cyphers used to be more object based. Now they are more like spells you can use each day. Furthermore, they will also will focus on more subtle cyphers that are constant powers that provide a change to your character.
And that’s it.
Mechanics or Crunch– I honestly welcome these changes. The cypher system was fun before, but I felt the loss of points from my pools really hampered my character. By changing the damage to go against something else, hit points if you will, it lets those points be used for waht they were meant for. Also, armor reducing the level feels a bit more cypher system than it reducing damage. This also lets heavy armored foes be possibly damaged by lighter weapons as previously heavy armor meant light weapons were useless. I look forward to its full implementation. 5/5
Theme or Fluff– So, you can’t really judge this product based on its theme because it really doesn’t have any. You can’t judge it on a document updating the math of the world. -/5
Execution– This document is pretty slick. I feel like I could honestly start using this stuff in my current cypher games just based on this. It’s easy to read and understand. It’s also pretty, using art from across all the different properties that Monte Cook Games makes. 5/5
Summary– Monte Cook always gets about 100 bucks from me every year. They put out a kickstarter for something, I throw money, and then stuff shows up later. This year will be no exception. I like the update to the system and it shows growth of his original idea in positive ways. This is something you need to check out. It’s free, so why not! 100%
Get ready fast!
General
You get ready fast. You can use a free action once per turn to perform an interact action to change your grip on a weapon. When you change your grip on a weapon, you gain a +1 circumstance bonus to attack rolls with that weapon for the turn.
Thoughts?
How about we make an alchemist who debuffs?!
Uncommon Fatal d6
Price 3 gp; Damage 1d2 P; Bulk 1
Hands 1; Range 30 ft.; Reload 1
Type Ranged; Category Simple; GroupFirearm
Ammunition Injector Bolt
This simple break-action firearm allows a single dose of a consumable to be loaded into an injector bolt. That bolt can’t be fired, delivering the consumable to the target on contact. This consumable is delivered internally. Any explosion or splash damage is negated, but regular damage occurs to the target as well as any other effects.
Thoughts?
Live beyond
Why be limited? You no longer have a limit to the number of augmentations you can possess.
Thoughts?
college boy!
Wizard
You paid attention in school. You gain training in Arcana, one Lore skill of your choice, Nature, Occultism, and Religion. For any skill you are already trained in, gain a +1 competency bonus to that skill.
Thoughts?
IT BURNS!
| Sunlight Vulnerability | ||||
| Level: 1 | Range Self | Duration: perminent | Casting time: none | Save: none |
| General | The light, it burns! | |||
| Manifestation | roll 1d4: (1) You skin crackles and burns black (2) you litteraly light on fire (3)Your begin to blister and turn read (4) you beging to speed rot in the light | |||
| 1 | Roll this mutation check again, plus roll one additional defect. | |||
| 2-4 | You are weak to the sun and while in the sun you take 1d6 damage every 10 minutes in the light | |||
| 5-7 | You are weak to the sun and while in the sun you take 1d4 damage every 10 minutes in the light | |||
| 8-11 | You are weak to the sun and while in the sun you take 1d3 damage every 10 minutes in the light | |||
| 12-15 | You are weak to the sun and while in the sun you take 1d2 damage every 10 minutes in the light | |||
| 16-17 | You are weak to the sun and while in the sun you take 1 damage every 10 minutes in the light | |||
| 18-19 | You sparkle in the sunlight | |||
| 20+ | You heal 1d4 hit points every hour in the sun | |||
one more time to kill the pain!
Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)
Painkillers are pills that don’t prevent damage, but numb you to the pain your experiencing so you don’t care! These pills last for one hour and provide you temporary hit points at the start of each of your turns for the duration. If another source provides more temporary hit points, that amount is instead provided. If you are not damaged, you only game temporary hit points equal to the number provided each round and these do not build up.
Price 3 gp
Bulk L
Duration 1 hour
You gain 1 temporary hit point at the start of each round.
Price 30 gp
Bulk L
Duration 1 hour
You gain 3 temporary hit point at the start of each round.
Price 150 gp
Bulk L
Duration 1 hour
You gain 6 temporary hit point at the start of each round.
Price 600 gp
Bulk L
Duration 1 hour
You gain 9 temporary hit point at the start of each round.
Price 1,300 gp
Bulk L
Duration 1 hour
You gain 12 temporary hit point at the start of each round.
Price 8,000 gp
Bulk L
Duration 1 hour
You gain 15 temporary hit point at the start of each round.
So cold….
Archetype
Archetype Ghost
Prerequisites Ghost Dedication
You’ve learned to touch the very soul of your enemies. You gain the Void Warp cantrip that you can cast at will.
Thoughts?