Daily Punch 4-10-18 Right in the Sweet Spot feat for DnD 5e

More fun for giants!  This time a bonus for the rogues out there.

 

Right in the Sweet Spot

You know where to strike, but you got to be close, almost on top of your opponent!  When you make an attack, can apply your sneak attack damage to the target, and are either grappling the target or riding on top of it, your sneak attack dice change from d6s to d8s.

 

 

 

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Daily Punch 4-4-18 Prosperity Spell for DnD 5e

More spells for my giants book that is coming out soon!

 

Prosperity

4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Healing energy washes over a touched creature, filling it with vitality. The target heals 4d8 hit points

If you target a plant creature or a magical plant, the spell heals 8d8 hit points of damage.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it instantly doubles in size growing with tremendous speed.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the healing effect increases by 1d8 for each slot level above 4th if cast on any normal creature, but it heals 2d8 for each spell slot above 5th if cast upon a plant creature or magical plant.

 

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Daily Punch 3-21-18 Push Through the Pain optional rule for Delta Green

Playing my monthly game of Delta Green, and I feel Will Power doesn’t get enough use in the game. Here is a new option for how to use it.

Push Through the Pain

When it all hits the fan, you are the one to pull through.  When you taken enough damage to reduce you to 1 or 2 hit points, you can attempt to stay conscious  by spending Willpower Points. The amount is always 1D4: roll the die and reduce your WP by that much and then attempt a CON x 5 roll.  If you succeed you stay conscious  for one round.  You may keep attempting this at the start of your turns.  If you fain any of these rolls, you immediately fall unconscious as normal.

 

 

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Ring Side Report- RPG Review of Close Encounters: Hyperspace Fiends

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product– Close Encounters: Hyperspace Fiends

System-Starfinder

Producer– Fat Goblin Games

Price– $6.95 here  http://www.drivethrurpg.com/product/222888/Close-Encounters-Hyperspace-Fiends?affiliate_id=658618

TL; DR-Horrors from the low planes in the upper skies! 98%

Basics-Where we’re going, you don’t need eyes to see!  Close Encounters: Hypersapce Fiends is a new book in a series bringing old fiendish monsters and things from Pathfinder into space with Starfinder.  This book bring demons and devils into space, TOGETHER! Turns out hell and the abyss collapsed into one horrible thing and now they’ve joined a tag team battle against the universe, if they can stop knifing themselves in the back!

Theme or Fluff– The base Starfinder game is devil and demon poor, but this book brings all your classics back, and their stats feel like they should.  There are even some crazy fiendish effects on magic, some ships that are stated out, and some environments traps that can affect your players should they enter the lower plane.  There is also story to backup why these two age old enemies are working together to kill everyone. Overall, I like what I’m seeing here as it’s a great way to bring back some fun Pathfinder elements to your Starfinder game.  5/5

Mechanics or Crunch– All the crunch is right.  The CR are good and the monsters hit the places they did in Pathfinder with basic updates of the mechanics to fit the slight changes between the systems. I love what’s here, and it’s going to fit mechanically well into any game where the GM would like to put a Technomancer in Hell.  5/5

Execution– Is this available in PDF since its past 2015?  Check. Is it hyperlinked even though its less than 40 pages?  Check. Ok we’ve hit all the basics to make me happy. Now the extras!  This book has lots a art with the creatures looking like the demons you’re used to but with a Starfinder art twist.  There are demon/devil ships, but I would like a few more and some close up art of them. The art for the ships isn’t bad but its only one picture of the two new ships. The book even includes the rough seeds on an adventure from levels 1 to 20.  Also, my favorite devils the low level lemure isn’t in the book, so that makes me a little sad. Finally the price is a tad high as its about $7 for a 30 page PDF. These are by no means going to keep me away, but it’s something to note. 4.75/5

Summary-Fat Goblin was one of the first on the scene making Starfinder Compatible products and they have really demonstrated what you can do as a third party publisher.  Its some fantastic material. I love putting demons and devils in my game and now I can easily do so. This is only GM book. It’s fun, but honestly players need not apply as there are no player specific material here.  GMs get fun new toys and things to inflict on their players. It’s not perfect with a few minor things like price and some minor monsters being left out, but in total, this is a great resources if you want to put some horrible demons and devils into your game. 98%

Daily Punch 3-20-18 Last Ditch Effort positive Quality for Shadowrun 5e

Watching Complex Action and they did a show about interrupt action.  Let’s put one more idea out there based on that!

 

Last Ditch Effort

Cost: 10 Karma

You always come through in a clutch.  When you take an interrupt action and it reduces your initiative below 0 before you normal action in an initiative pass, you may still take your normal action at your pre-interrupt action initiative.  You may not take any interrupt actions after your initiative has been reduced to zero.  If you’ve already acted in an initiative pass and your initiative is reduced to zero by an interrupt action, you do not get an action in the next pass.

 

 

Thoughts?

Daily Punch 2-26-17 Flatfooted hindrance for Savage Worlds

Jumping back into things!  Here is a one that came up at the table for Savage Worlds!

 

Flatfooted [minor or major]

You are slow on the draw.  A minor flatfooted character’s initiative is one number lower that indicated on his or her card.  If this would put a character at one initiative, they must make an agility check or be stunned.  If the character is already stunned and fails the check, they take one nonlethal damage.

A major flatfooted character’s initiative is reduced by one number and one suit.  If the character draws a club, an agility check or be stunned.  If the character is already stunned and fails the roll, they take one nonlethal damage. If this would put a character at one initiative, they must make an agility check or be stunned.  If the character is already stunned and fails the check, they take one nonlethal damage.  A character can be subjected to both these effects with a major hindrance.

 

 

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Daily Punch 1-29-18 Dark Tutor spell for Achtung! Cthulhu/Savage Worlds

Let’s keep up the Savage Worlds!  Here is a spell for those who think no knowledge is forbidden.

 

Dark Tutor
Casting Modifier: varies
Range: touch
Duration: permanent
Cost: varies
This spell teaches the willing the true secrets of the world.  When this spell is cast, the target may increase it’s Cthulhu Mythos level to the next die level.  The modifier for the spell equals the next level of the targets Cthulhu Mythos level ie a target gaining a d4 in Cthulhu Mythos imposes a -4 modifier modifier.  The target and the caster both lose sanity equal to the dice gained ie the target gaining a d4 imposes a 4 points of sanity loss to both the caster and target.  No die level may be skipped using this spell, and each die level imposed the same penalties and sanity cost to the caster and target.

 

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