You transform a physical object into a life-sized hyper realistic tattoo. The object disappears into a willing targets skin. With an action, the target can summon the object into one of their hands and the tattoo disappears. The target radiates magic for the duration or until the target summons the object into a hand, but otherwise the tattoo is just a well done tattoo. The only size restriction on the object is the target must have enough surface area to have a life sized tattoo of the object.
Heightened (3rd) The spell lasts for 24 hours. Heightened (5th) The spell lasts for up to one week.
Heightened (7th) The spell lasts for up to one month
Basics– Time to fire the cold beam and then fire some missiles! Space Station M is a love letter to Metroid video games, being both a monster manual and an armory with art and creature breakdowns for all the classic monsters you find in almost every Metroid game.
Mechanics or Crunch– This book gives you the crunch of Metroid! You have the monsters you expect and they do the things you think they should do. I didn’t feel anything was broken or game breaking in either the foes you face or the toys they drop when they die. I am impressed that this is both the monster manual and the treasure vault for these in one. 5/5
Theme or Fluff– If you know what you are getting, you are going to get a solid product. This is NOT an adventure. It’s monsters. If you expect a story you can play through, you will have a bad time. But, the book says that explicitly, so it’s not a trick on their part. What is here is solid, and the monsters feel like they should. The equipment is almost everything you would expect, but I miss the grapple beam and the ball power ups. 4.75/5
Execution– PDF? Yep. Hyperlinked? No….. Solid Art? Yep. Good layout? Yes. Overall these are a solid books with good art, layout, and a fun art style. The things that I miss are hyperlinks and maybe pictures for all the equipment. Nothing is horrible and it’s a perfectly good product, but I’ve grown to expect hyperlinks. 4.75/5
Summary– This is a solid product, if you know what you are getting. I thought there would be an adventure. That is completely on me. It makes no claim to that. Once I got over that, I saw the product for what it is: solid, retro game vibes and modern mechanics for my favorite sci-fi franchise. I’d like a few more toys and hyperlinks, but you will enjoy this if you want monsters and items to throw into your 5e, Survive This, and DCC/MCC games. 97%
Classes Mystic 2, Witchwarper 2 School transmutation Casting Time 1 standard action Range touch Duration 1 day/level (D)
Description
When you cast this spell you touch an object and a willing creature. The object becomes a tattoo on the creature for the duration of the spell or until the creature wills the object to leave the tattoo as a swift action. The only size restrictions are the object is a full sized rendition of the object tattooed on the creature ie. smaller creatures can not have full sized vehicles tattooed upon their body. The object does not rip clothing when it leave the body, but appears next to the creature when summoned.
The tattoo is hyperrealist, so any creature who sees it will admire the work, but they will need to detect magic to understand it is more than a well done tattoo.
FighterBarbarian Requirements You are wielding a two handed melee weapon.
You throw your whole body into a swing. Make a melee strike. If the attack hits, roll damage as normal, but for each die of weapon damage add your strength modifier again to damage thus a greatsword would add your strength twice not four times. Runes like striking add additional multiples of your strength modifier. You add any precision damage only once. This counts as two attacks when calculating your multiple attack penalty.
Cost: 3 magic points Casting time: Instantaneous You whisper a lullaby at a target. The target must be within ten yards of the caster. For the spell to take effect the caster must succeed in an opposed POW roll with the target. If the target is willing, there is no opposed check. If the caster succeeds, the target is put into a dream like state for 1d6 rounds and the caster say a destination. The target will then choose the best method to go to that destination and move in that direction. If this results in the target boarding trains or other modes of transportation where the target must interact with other people, the target will answer questions as is half asleep, but will still act normally. If the caster beats the target by two degrees of success ( a failure vs a hard success for example), the time increases to 1d6 hours. If the caster successes by three degrees of success, the time increases to 1d6 days. If the target is under the effect of this spell for at least one hour, the caster can decide if the dream like state is restful or a nightmare. If the caster chooses nightmare, the target must make a SAN check at the end (1/1d6). The target of this spell will not have any memory of the spell being cast or how they got to their destination.
Alternative names: Restful Travel, Terrifying Transportation, Sailor Mind Blank
Benefit: When an enemy hits you with a melee attack, you can immediately move 5 feet to any adjacent square that is not difficult terrain. This movement does not provoke attacks of opportunity.
Basics– Do you know your head from a hole in the dirt? Get some help from the old chummers! This book is an advice book about how Shadowruns go down. It’s written in the style of several older runners discussing how to properly do a job in the Shadowrun universe.
Mechanics or Crunch– If you want ANY crunch in this book like qualities or items, you will not be happy with this one. This book is NOT a sourcebook but it’s more a strategy guide of how to play. It’s fun, but know what you are getting into! -/5
Theme or Fluff– What’s here is good, but if you have a Shadowrun game, this might not be the most useful. The advice from the old guys is always a good place to start learning a game. But, if you are an old guy, then you won’t find much in this book. I enjoyed the material, but it is mostly things I learned listening to the older Shadowrun players. 4/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yes. I’m pretty happy with this book, and I think Catalyst has learned from their past mistakes regarding layout and design. 5/5
Summary-This book is really designed for players who don’t yet have a group. If you have a dedicated Shadowrun group that has played multiple editions, then this won’t really give you much new information. If you know the game, then I might give this a pass. If you are new and looking for tips and tricks on how to play and do well, then this is gonna be a great book to learn the ropes. 90 %
Classes Technomancer 0 School evocation (sonic) Casting Time 1 standard action Range touch Targets one creature or object Duration instantaneous Saving Throw none; Spell Resistance yes
Description
You manipulate the sounds around you into a solid object and punch it into another target. You must make a melee spell attack against a target’s EAC. On a hit, the ray deals 1d4 sonic damage.
This one goes out to my brother the cleric who just never has enough actions to get that shield up in time!
Flailing Shield reaction general Feat 1
Trigger An enemy hits you with a melee Strike. Requirements You are wielding a shield.
You have this shield. You don’t use it much, but every once and a while you flail with it in the right direction! You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. You can not use this feat again for an hour.