Daily Punch 8-7-14 Extra specialization quality for Shadowrun 5e

How about being able to specialize in more then one thing in Shadowrun 5e?

 

Extra Specialization

Cost: 10 + 5  karma per specialization beyond the first.

You focus on one area and really spend your time working on that to the point all facets of that task are almost second nature to you.  When you take this quality, you may spend additional karma to specialize in a skill that you are already specialized in.  You must specialize in a second area.

 

Thoughts?

 

Daily Punch 8-6-14 Superior Specialization quality for Shadowrun 5e

I’ve been reading some Shadowrun lately,  how about a quality for that?

 

Superior Specilization

Cost: 10 karma

You are good, damn good, at what you focus on.  When you add dice to a dice pool because you specialized in an skill, you add three dice instead of two.

 

 

Thoughts?

Daily Punch 8-4-14 On the Money quality for Shadowrun 5e

I’ve had quite a few players at my table get mad when they only grazed a target, let’s fix that.

 

On the Money

Cost: 4 Karma

Life is a lot of absolutes for you: food/no food, rent money/sleeping in the car, hit/miss.  When you attack a target with a melee or ranged weapon and you score a grazing hit, you are considered to have hit the target doing base damage for the weapon or ammunition.

 

 

Thoughts?

Daily Punch 8-1-14 Summoning Sickness quality for Shadowrun 5e

I’ve been making a lot of good qualities for Shadowrun 5e, how about a bad one….

 

 

Summoning Sickness

Bonus: 5 Karma per Level (Max 4)

RequirementSkill ranks or skill group points in Conjuring skills equal to the level taken for this quality.

You play with spirits, but they don’t play nice with you (kind of like cheap McHugh’s sliders)!  When you use a skill from the Conjuring skill group, you gain extra drain equal to the level(s) you take in this quality.  Determine if the drain is physical or stun before adding the additional drain from this quality.

 

Thoughts?

Daily Punch 7-31-14 Fading Fade quality for Shadowrun 5e

I’ve heard Technomancers feel left out, and that complex forms are not very good.  Its powerfull, but the backlash is too much for it to be usefull.  So, how about a quality that will help them?

 

 

Fading Fade

Cost: 7 karma per rating (Max rating 3 )

You are a master of your mind and the matrix.  The inner math that makes the wireless world go round is something that you don’t even think about anymore.  When you use a complex form, reduce the fading value by an amount equal to the level of this quality.

 

 

Thoughts?

 

Daily Punch 7-30-14 Special Spell Training quality for Shadowrun 5e

We all focus on what we’re good at, so how about some focus for spell casters in Shadowrun?

 

Special Spell Training 

Cost: 10 Karma

Benefit: You’ve spent time working on one type of spell, so much so you don’t even feel the spell as it drains you.  When you take this quality choose a type of spell (combat, detection, etc), when you cast that spell of that type reduce the drain by 2 to a minimum of 1.

 

 

Thoughts?

Daily Punch 7-29-14 54 Card Pick-Up feat for Pathfinder

I’m currently reading a few of the Pathfinder Harrow books, and I think this feat will help.

 

54 Card Pick-Up

You know how to use the Harrow, either to help or harm, but when you’re done you always get your cards back.

Benefit:  When you use a Harrow deck in a way that destroys a card or cards, if you shuffle the deck for five consecutive minutes after the card is destroyed the card or cards reappear in the deck.  These new cards are unmarked, and allow you to use the Harrow Deck for all feat, powers, or class abilities that requires a full deck of cards to draw from.

 

 

Thoughts?

Daily Punch Ready for the Strike Feat for DnD Next

A lot of powers give you disadvantage in DnD Next.  How about a feat to help counter that….

 

Ready for the Strike

you know that your blade is about to be knocked aside, so you stop your opponent from doing just that.

Benefit:  Gains the following:

  • Gain a +1 to strength or dexterity to a maximum of 20
  • When you make a melee attack and an opponent imposes disadvantage on your strike, once per round you are not considered disadvantaged for that one strike.

 

Thoughts?