Daily Punch 6-7-18 Agony of the Void stellar revelation for Starfinder

More 2nd level madness for solarians!

 

Agony of the Void (SU) [VOID MODE]

As a move action, you can cause all of your attacks to deal psychic damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave void mode.

When you are attuned or fully attuned, your attacks with agony of the void deal additional psychic damage equal to half your level.

 

Thoughts?

Daily Punch 6-6-18 Hasten the End 2nd level stellar revelation for Starfinder

How about some 2nd level stellar revelations for Starfinder and the void?

 

Hasten the End (SU) [VOID MODE]

As a move action, you can cause all you can see to want the end to occur.  All creatures you see have damage increased against them by 1 from you.  This increases to 2 at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave void mode.

When you are attuned or fully attuned, the extra damage from this stellar revelation is equal to half your solarian level.

 

 

Daily Punch 6-5-18 Emptiness Between Stars stellar revelation for Starfinder

Let’s keep going with embracing the void!

 

STELLAR REVELATIONS

EMPTINESS BETWEEN STARS (SU) [VOID MODE]

When you’re fully void-attuned, as a standard action, you can unleash the true horror of nothingness upon any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Will save or become panicked.  If the targeted is already panicked, it becomes frightened. The range of this Revelation  increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability.  After you use this Revelation, you immediately become unattuned. Emptiness between stars functions as a zenith Revelation for the purposes of abilities that reference them.

 

 

Thoughts?

Daily Punch 6-4-18 Void Revelation for Starfinder

I want to make a Solarian book.  Let’s make our own revelation!  Time for the gap between the stars!

 

STELLAR MODE (SU)

Void Mode When you enter void mode, you gain 1 void attunement point and become void-attuned. Some of your stellar revelations are void powers and get stronger if you’re void-attuned. While void-attuned, you gain a +1 insight bonus to attack rolls. This bonus increases by 1 for every 9 solarian levels you have.

 

Daily Punch 5-25-18 Ultimate Sacrifice spell for DnD 5e

One last DnD spell for a bit.

 

Ultimate Sacrifice

9th-level necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

Chose a target in range and a willing ally. Both targets are instantly killed and are considered to have both failed three death saving throws instantly. If the willy ally has less hit points than the target, the target is allowed a Constitution saving throw to survive with no effect at all. If the target has double or more hit points than the willing ally, the target has advantage on the saving throw. The willing ally is killed regardless of the results of the target’s saving throw.

Daily Punch 5-23-18 Balance the Scales spell for DnD 5e

More random spells for DnD 5e!

 

Balanced Scales

7th-level necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

Chose a target in range and a willing ally and select an amount of damage up to the willing ally’s current hit point total. Both targets are dealt damage equal to that amount. This damage may not be reduced or prevented by any manner and may kill the ally outright.

Ring Side Report-Board Game Review of Sojourn

Product-Sojourn

Producer– Wyvern Gaming

Price– $20 here https://www.kickstarter.com/projects/wyvrengaming/sojourn-a-journey-through-time on kickstarter

Set-up/Play/Clean-up– 5-10 minutes (1 player)

Type- American

Depth-Light

TL; DR– A great intro to solo gaming. 92.5%

Basics-  Our next leap might be home!  Sojourn is a single player adventure game where you’ve broken your time machine watch and need to randomly jump through time to find pieces to fix the machine.  You start out during dinosaur times. On your turn, you can play cards to heal, gain charges for your time machine, or jump to new locations in time to avoid others.  Aside from that, every time you jump to a location a new location opens ahead of you in the time stream. When you enter a location you have to discard charges from you time machine and cards.  Also when you arrive, you must roll a d100 die to see if you are hurt from the events of that time ranging from nothing bad happening during peaceful negotiations to taking four of your seven hit points at once dodging the bombing of Pearl Harbor, which damages you 90% of the time!  If you survive you can then jump to the next location. You can also spend charges from your watch to open another location in the same series above your current one, hoping for a better draw, but knowing that each charge means you could be stuck in the past! If you draw a piece of the time machine from the deck, then you draw a location in time where it is.  You can jump to that location as normal, and if you survive, you get to take the piece. Get all four pieces, not die, and have a charge to power the machine, you jump to the safety of your home in the future in the year 2020. Die, not have cards to discard, or not have enough charges, and you’re dead or stuck in the past. Good luck!IMG_20180521_212426890

Mechanics–  I do and don’t play a lot of single play a lot of single player games.  I don’t think it’s fun to pull out cardboard and play some game by myself because I feel why bother.  On the other hand, I play lots of Onirim and Star realms on my phone. Downtime at a line-rock a game of of Onirim.  This game feels like an Onirim. I get to make choices, but there is random factor that you have to figure out how to deal with.  You could jump from punishment to punishment and be absolutely wrecked based on the randomness, but it’s still fun. It’s amazingly simple, and that’s a good thing.  I don’t have tons of things to keep in mind. It’s just hit points, charges, and cards in my hand. It’s got enough pieces to keep me making choices, but not too many to make this a slog.  It’s 10 minutes of fun that hits the table fast and feels fun. It’s not too punishing, but it is not for the only hardcore. If every game must be a gut punch, then walk away. I’ve won more than I’ve lost, so some of the ubergamers might be turned off by difficulty.  I am not! 4.5/5

Theme-This game honestly feels like Sliders.  You jump to a place, try to survive, and look for the way home.  Do not expect a year long DnD game of story in this one, but for five minutes of game, I do feel like there is a story I make when I jump through time.  I feel like I’m the time traveler,and that’s the sweet spot! 5/5IMG_20180521_212639339.jpg

Instructions-The instructions are the weakest part of the game.  That said, these instructions are pre-release rules, and furthermore, they are not horrible, they could just use a bit more.  It just took me about two read throughs to make sure I had it down pat and wasn’t cheating by accident. Not as many pictures on the simple text document I got with my review copy, but the rules will be better going into a nicely polished book with real production.  The rules are not bad, but they could use another fresh coat of paint before it’s ready for prime time. 4/5

Execution– This game feels like Fantasy Flight made it.  It’s a simple card game, so we obviously need lots of different colored tokens, dice, and two different sized cards.  Again, I got a pre-production copy, so I expected some crappy cardboard, simple chits, and cards. Heart and soul went into this game!  The art looks great. It is way better than it has any reason to be, and it handles major events like September 11th with tact while still showing its importance.  Card layout is easy to pick up and well done. Once you’ve got the rules down, it plays in 5 minutes because you can easily see what each location needs and if you want to try a jump there.  It even has nice cubes to give the game a little extra bonus. It would be easy enough to have one cube for each thing, and have them act like a slider. But, it’s an extra little touch to have lots of cubes for each resources that even makes me forgive the cube being plastic and not wood (I have issues I need to deal with, and my compulsive need for only wood cubes is one!).  I like everything in this! 5/5

Summary-I was given the chance to review a pre-production single player game.  I honestly wasn’t expecting much from this pre-kickstarter game, but I’ve been won over.  It’s a fun, fast game that makes me feel like a time traveler. For a hardcore gamer, I don’t game as much as I should and single player games like this might just convince me to pull out physical solo games more often.  It’s 20 bucks, and that feels right. You get a lot in the little box from phenomenal arts to great components, and it’s something simple and a blast to pay but won’t overstay its welcome. The rules need a bit more work, but I expect a full color rule book with pictures is easily going to fix any problems I may have.  Hands down a fantastic game and something that you can pull out anywhere when you just want to get some gaming in on the fly. 92.5%

 

Daily Punch 5-23-18 Shared Sacrifice spell for DnD 5e

Here is a spell that Warlocks might like!

 

Shared Sacrifice

2nd-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: instantaneous
You choose a target in range and a willing ally in range. The willing ally only gets to choose at start of the spell to be willing and is at your mercy for the rest of the spell. You deal both targets 10 damage. This damage may not be prevented or reduced by any means. The target may choose to take an additional 10 damage that may not be prevented or reduced by any means to deal an addition 10 damage to your willing ally. If the target chooses to do this, then you may choose to deal an additional 10 damage to both targets that may not be reduced or prevented. If you choose to do a second volley of damage to the target and ally, the target may then choose to do a final 10 damage to both targets. The willing ally and the target must have enough hit points for the damage to fully take effect for either you or the target of the spell to choose to do damage. The damage must always be dealt to the same willing ally.

At Higher Levels: When you cast this spell using a higher-level spell slots, you and the target may choose to do an additional round of damage for each spell slot above 2nd.

 

 

Thoughts?

Daily Punch 5-22-18 Ring of the Lie Wondrous Item for DnD 5e

Want a item that you can use to out maneuver the Lawful Good paladin in your life.  I’ve got a dark gift for you!

 

Ring of the Lie

Wondrous item, uncommon (requires attunement)

This beautiful woven ring appears to as a mundane white gold ring that is made by a patron of a warlock who needs to navigate social situations delicately. Any character casting detect magic must succeed on a DC 20 Intelligence (arcana) check to detect as magical. Any character who puts on the ring must make a Wisdom saving throw DC 20 to prevent a curse from strikingthe curse this item provides. If the character fails the save, while they wear the ring, they perceive the warlock who gave them the ring or any character operating under the guidance of the warlock’s patron as mundane. Demons appear as commoners, fey agents appear as normal animals, and horrors from beyond the stars all appear as statues. The warlock’s spells and vile incantations appear as normal magic that is non-evil. Detect evil and other abilities used against that warlock, his patron, and and any agents of the patron will fail. If the warlock, his or her patron, or an agent of the patron uses his or her powers against a person wearing the ring they may make another saving throw with advantage to end the curse. These rings are often given as presents from the patron to local lords and fellow adventurers to help ease the acceptance of the warlock into an area or group.

 

 

thoughts?