Daily Punch 3-4-15 Mystic Arcanist Class for Dungeon Crawl Classics RPG

You know what I haven’t done for a long time?  Made a class for DCC RPG!  Let’s mix the wizard and the cleric and see what falls out?

Mystic Arcanist

Hit Points: A mystic arcanist gains 1d6 hit points per level.

Armor and Weapon training: A mystic arcanist is proficient with all armors and weapons a cleric is proficient with.

Alignment: Mystic arcanists are called from all alignments as the gods grant power to all who serve them as they serve them.  Depending how they see themselves, they may choose to name themselves based on the names for wizards or clerics of their same level.

Cleric and Wizard Powers:  A mystic arcanist gains all the powers of a cleric, but does not gain the turn ability using personality for all cleric spell  and lay on hands checks.  A mystic arcanis gains the magic abilities of a wizard using intelligence to cast all the wizard spells.  A mystic arcanis may never have a patron that is not a greater devil, greater fiend, or  a god as those are the creatures that grant the mystic arcanist his/her spell casting ability.

Disapproval and Corruption: When a mystic arcanis gains disapproval or corruption from a cleric or wizard spell, the mystis arcanis also gains the other effect.  If a wizard spell causes corruption, he or she also gains disapproval.  When a mystic arcanist gains disapproval, the mystic arcanis chooses an equal leveled known wizards spell and gains the corruption effect of that spell.  If unable to choose a spell of the same level, the next highest level spell is chosen instead.

 

Luck: A mystic arcanist’s luck score is added to all spell casting checks for both divine and arcane magic.

 

Level Attack Crit Die/ Table Action Die Wizard Spells Known Max Wizard Spell

Level

Known

Cleric Spells Known Level 1 Cleric Spells Known Level 2 Cleric Spells Known Level 3 Cleric Spells Known Level 4 Cleric Spells Known Level 5 Ref Fort Will
1 0 1d7/II 1d20 2 1 2 0 0 1
2 1 1d7/II 1d20 2 1 3 1 1 1
3 1 1d8/II 1d20 3 2 3 2 1 1 2
4 2 1d10/II 1d20 3 2 3 2 2 2 2
5 2 1d10/II 1d20 4 3 3 3 1 2 2 3
6 3 1d12/II 1d20+1d14 4 3 3 3 1 2 2 4
7 3 1d12/II 1d20+1d16 5 4 4 3 2 1 3 2 4
8 4 1d14/II 1d20+1d16 6 4 4 3 2 1 3 3 5
9 4 1d14/II 1d20+1d20 7 5 4 3 3 2 1 3 3 5
10 5 1d16/II 1d20+1d20 8 5 4 4 3 2 1 4 4 6

 

Thoughts?

Daily Punch 3-3-15 Lite Ice program for Shadowrun 5e

How about some love for Shadowrun?  What if you could get a touch of black ice for you deck?

 

Program Avail Cost
Lite Ice 6+6xRating R Rating x 10,000Y

 

Lite Ice was reverse engineered by back alley deckers who’ve had their brains burned a few too many times by Black Ice.  When you have this program active, any device or icon you have a mark on and has three boxes of matrix damage takes a -1 to all actions.  The target takes additional penalties for each full three boxes of matrix damage beyond the first three up to the rating of Lite Ice you have running.

 

 

Thoughts?

Daily Punch 2-27-15 Support quality for Shadowrun 5e

I always like when another character helps another character in an RPG.  Support classes might not get the accolades they deserve, but behind every troll tank is a medic keeping that meta standing!  How about a quality to help those players?

 

Support

Cost: 10 karma

You don’t have the lime light too often, so you’ve focused on helping those who are in it.  You’ve got skills to pay bills, but you let the others cash those checks.  When you assist another character with an action, in addition to all the dice you normally provide when you succeed at a check, the character also get a number of dice equal to 1/4 of the dice pool you used for that skill.  Normal limits apply, and the dice pool you count from does not factor in edge if you spend it.

 

 

Thoughts?

Daily Punch 2-15-15 Knowledge is Power quality for Shadowrun 5e

If you can use a what you know in DnD, how about being able to do the same in Shadowrun?

 

Knowledge is Power

Cost: 5 karma

You know how to walk the walk, but more important, how to talk the talk.  So much so the silver-tongued devil that you are is almost as impressive as how book smart you are.  When you make a Charisma roll with any skill in the influence skill group, you may add your ranks in a relevant knowledge skill to the dice pool.  You must be invoking the knowledge to gain these bonus dice.  You can not gain these extra dice on a roll where you do not mention the skill.

 

 

Thoughts?