Daily Punch 5-29-15 Tactics Training positive quality for Shadowrun 5e

Been reading Run and Gun for a few missions.  I think small unit tactics don’t get enough love.  Let’s add some bonuses to that.

Tactics Training

Cost: 10 Karma

You drill, then you drill, and then….you drill some more!  After 10,000 thousand times doing the same thing again, you MIGHT just not screw it up!  When you are effected by a bonus from a small unit tactics ability, increase the bonus by 1, or increase any penalties the enemy is affected by by 1.

Thoughts?

Daily Punch 5-28-15 Collapsible Poll item for DnD 5e

You know why haflings are horrible thieves?  10 foot poll is three size categories larger than them!  How they going to get this anywhere?  Let’s fix that.

Collapsible Poll

Cost: 20 gp

A 10 lb iron poll. that collapses into a one foot dowel.  It takes an  action to extend the poll.  It ways enough when swung at  a foot pad to set it off with the weight of an average medium creature.

Thoughts?

5-27-15 Post Hypnotic Suggestion spell for Shadowrun 5e

I love me some Control Thoughts/ Mob Mind spells, but sometimes you have to be a bit more subtle.  Let’s work on that.

Post Hypnotic Suggestion

(Mental)_______________

Type: M    Range:1 meter

Duration: S        Drain: F+2

 

Soap Box

(Mental)_________________

Type: M    Range:20 Meters centered around you

Duration: S        Drain: F+4

As you cast the spell you subtlety suggest one action for your target(s) to take, but they believe the idea is completely their own.  This spell is especially taxing, but is unnoticeable by anyone who is not watching astraly as those creatures will notice the spell being cast.

Post Hypnotic Suggestion affects a single target while Soap Box affects a group of targets.  The target(s) will perform the action, will not remember the action, but will not suspect the action is out of character if you sustained the spell until the action is over.  After the action is completed, you can stop sustaining the spell and the target(s) will still not remember the action or think it out of character is brought to the target(s) attention.  If you stop sustaining the spell, and the action is not completed, the target will stop the action and return to normal activity.

Daily Punch 5-25-15 Malleus Maleficarum fighter archetype for DnD 5e

How about some fun for DnD 5e? Haven’t done that in a while, but I think it’s time to do a fighter build.  Let’s make one that hunts magic users!

Malleus Maleficarum

You hate magic.  You’ve studied long and hard to make those who use it pay.  Be it the evil wizards who may have enslaved your family, the vile cleric who sacrificed your parents, or the capricious warlock who seduced your lover-you hate all who use the art.  Now, you’ve honed your weapons, more specifically your hammers, to deal with those who cast spells.  You’ve suffered, and now they’re going to pay!

Magic Dissonance

At 3rd level, you’ve mastered the art of distraction.  When you are engaged with any spell casting creature and they cast a spell, you can spend a reaction to force them to make a Constitution saving throw with the DC equal to 8 + your proficiency bonus + your strength or dexterity modifier.  If they fail, they lose the spell.

Magic Resistance

At 7th level, you have mastered the art of spell resistance.  You gain advantage on all saving throws against spells cast against you.  You can choose when this effect is applied, and if you want to make a saving throw at all if you are aware of the spell.

Hex Hammer

At 10th level, when you strike a foe with a hammer or hammer-like weapon that does bludgeoning damage and the foe tries to cast a spell, they gain disadvantage on the Constitution saving throw from your Magic Dissonance class feature.

Magic Immunity

At 15th level, if you succeed at a saving throw and the spell would still affect you even if you succeed, you are now no longer affected by the spell at all.  If you fail a saving throw against a spell and the spell has an effect on a success, you are only effected by the effect of the spell as if you had succeed on the spell saving throw.

The True Spell Hammer

Starting at 18th level, you no longer have to spend a reaction to use your Magic Dissonance class feature.

Thoughts?

Daily Punch 5-22-15 Resonance Shock negative quality for Shadowrun 5e

Let’s keep the hits rolling!  This time for the technomancers out there who just can’t take the hit from the net!

Resonance Shock

Bonus: 5 karma per level (1 to 3 levels)

Requirement: technomancer

You’re as otaku as they come.  You ride the matrix faster than any decker could hope too.  But when you do that vodoo that you do, it hits you harder than it should.  When you use any complex form, increase the fading value by the amount of levels you have in this power.

Thoughts?

Daily Punch 5-21-15 Magic Malaise negative quality for Shadowrun 5e

Some people get hit harder then others when they do some physical tasks.  Maybe that would carry over to magic as well?

Magic Malaise

Bonus: 5 karma per level (1-3 levels)

Requirement: magician or aspected mage

You can run a mile in under 7 minutes, you can bench press 200 and not break a sweat, but when you cast a single spell it hits you like a ton a bricks.  Increase the drain value for every spell you cast by the number of levels you have in this quality.  This does not change the type of drain from stun to physical.

Thoughts?

Daily Punch 5-20-15 RALLY! positive quality for Shadowrun 5e

I was watching a few action movies, and I think my trog with a combat ax would like something like this.

RALLY!

Cost: 7 per level (1 to 3 levels)

We all get pumped when we put a fragger down.  Some get even more pumped when they do it the hard, handheld way.  When you deliver the killing or knock out blow with a melee weapon, you may immediately heal a number of stun boxes equal to your levels in this quality as you are filled with adrenalin from the kill!

Thoughts?

Daily Punch 5-19-15 Acid Wave Spell for Shadowrun 5e

You know what my favorite type of element in Shadowrun is?  Acid!  Almost no one preps for it, it’s a dirty way to get out of a room (the way), and it eats the enemy’s armor to boot!  Let’s build on what’s in Shadow Spells

Acid Wave

(Direct, Elemental)

Type: P  Range: S(A)   Damage: P

Duration: S    Drain: F+1

Why throw a ball of acid, when you can be at it’s center?  Acid Wave sends a wave of corrosive acid in all direction around you destroying everything in your and it’s path.  This repeats every combat turn as the caster’s first action if it is sustained while not hurting the caster.  However, everything else int the area is damaged by the corrosive effects of the spell.

Thoughts?