I’ve been prepping for this!
Practiced
You’re prep work paid off
• Cost: 15 Karma
• Game Effect: You may choose any skill. Once per turn, when you use that skill, gain one edge.
Thoughts?
I’ve been prepping for this!
Practiced
You’re prep work paid off
• Cost: 15 Karma
• Game Effect: You may choose any skill. Once per turn, when you use that skill, gain one edge.
Thoughts?
Into the fight!
Fighter Monk
Trigger you are targeted by an area effect
Run into the fight! When you are targeted by an area effect, after the effect is done, you can take a step or stride action.
Thoughts?
WHY ARE YOU SCARED!?
Barbarian Rage
Trigger you are raging and fail a Will save
TO ANGRY TO BE AFRAID! When you are raging and fail a Will save, you can reroll the attempt. You must accept the second result.
If the reroll is a critical failure and this is against a fear affect, you are considered to have just failed, not critically failed the Will save.
Thoughts?
Let’s really get some use out of that armor!
Armored [Minor Feat]
You’ve learned to get the most bang for your armored buck! You may use your armor a second time to prevent damage, however, the second Armor Saving Throw has disadvantage. After your succeed a second time the armor is now damaged,
Thoughts?
Let’s use that armor!
General
Traditions arcane
Trigger you would take physical damage and are wearing heavy armor
When you get hit, you can use what you got! Attempt a DC 10 flat check. If you succeed, you use your armor to prevent damage up to the armor’s Hardness. You and the armor each take any remaining damage, possibly breaking or destroying your armor.
Thoughts?
Turns out screwing off pays off!
Hobby Training
Who knew it would pay off?!
• Cost: 3 Karma
• Game Effect: You may choose any skill for which you meet the requirements of a specialization and choose a specialization for that skill.
Thoughts?
Get out of the way!
Concentrate Manipulate Teleportation
Traditions arcane
Trigger you are targeted by an attack
You are barely perceived before you are gone. When you are targeted by an attack, you can teleport up to 15 feet. If the targeting creature can no longer target you, the attack fails. This may cause ammunition or spells to be consumed and wasted.
Heightened (4th) You teleport 40 feet.
Product– Dungeon Crawl Classics #107: Forgotten Dangers
System- Dungeon Crawl Classics
Producer– Goodreads
Price– $10.99 here https://www.drivethrurpg.com/en/product/506125/dungeon-crawl-classics-107-forgotten-dangers?affiliate_id=658618
TL; DR– Good intro DCC RPG One-shots. 97%

Basics– Let’s jump in! Forgotten dangers is a group of six random DCC adventures. They are not really connected to each other, but they are small, bite sized fun that you can drop into any DCC game.
Mechanics or Crunch– These adventures are set up well enough to be the right mix of deadly and fun. The crunch here works. There are crazy powerful items to play with as well as crazy powerful dangers. It’s solid DCC RPG fun. 5/5
Theme or Fluff– The individual adventures are fantastic, but I wish there was a connection between them. The individual adventures are all bat crap crazy, and that’s exactly what you play DCC for. The fault is the individuals are not connected. The adventures are good, but I wish they were a bit connected. 4.5/5
Execution– Solid layout, text, art, and flow make this an easy read. If you need an adventure for a session you did not prepare for, these adventures, while a bit simple, are enough that you have a solid four hours and can just hop right in as a GM. 5/5
Summary– I love DCC RPG. I love random one shots. This product is just those. It’s fun, but I wish this was a campaign or written where it could be. But without flow, this is still just solid fun to run with your friends. 97%
See when the time to strike is
Barbarian Champion Inventer Investigator Fighter Gunslinger Monk Ranger Rogue Swashbuckler Flouris
See the openings. Increase your initutive by 2 and change the initutive order. You go faster than enemies on ties.
Thoughts?
JUST DO IT NOW!
Overcharge
RANGE TYPE DURATION DV
LOS P P 3
If you do it now, why worry about the cost? Roll Sorcery + Magic (2-Essence) test. For each net hit, the target gains a minor action on their next turn. However, on the turn after the next, they lose that many minor actions. If they do not normally have enough minor actions, major actions are reduced at the normal cost. If they still do not have enough actions, then they continue to lose actions on future turns.
Thoughts?