Daily Punch 8-27-25 Injector firearm for Pathfinder 2nd Ed

How about we make an alchemist who debuffs?!

Injector

Uncommon Fatal d6
Price 3 gp; Damage 1d2 P; Bulk 1
Hands 1; Range 30 ft.; Reload 1
Type Ranged; Category Simple; GroupFirearm
Ammunition Injector Bolt


This simple break-action firearm allows a single dose of a consumable to be loaded into an injector bolt. That bolt can’t be fired, delivering the consumable to the target on contact. This consumable is delivered internally. Any explosion or splash damage is negated, but regular damage occurs to the target as well as any other effects.

Thoughts?

Ring Side Report- RPG review of Legend in the Mist – Learn-to-Play Comic Book Adventure

Product– Legend in the Mist – Learn-to-Play Comic Book Adventure

System- Legend in the Mist

Producer– Son of Oak Game Studio

Price– FREE here  https://www.drivethrurpg.com/en/product/532463/legend-in-the-mist-learn-to-play-comic-book-adventure?affiliate_id=658618 

TL; DR-Solid way to learn a system. 97%

Basics– Apocolypse fantasy!  Legnend in the Mist is a rules light RPG that is much more Roleplaying than rollplaying.  It’s a fantasy setting of a long forgotten world fallen on hard times as people emerge fromt he primal forests of the world.  let’s dig into the mechanics

Base mechanics– This is a 2d6 system mych like Apocolypse engine.  When you do anything, you roll 2d6, add numbers, and hope for a 10 or better.  A 10 means a solid success. Between a 6-9, you succeed, but there is a drawback.  Less than 6 means only drawbacks.  Legend in the Mist is more “yes, and “ and less “does a 20 hit the AC” type of system.

Tags and Powers– Your character in this game has a number of tags.  Tags are short descriptions of yourself like a DnD ranger would have Wilderness Survivor as a tag.  Each tag has three powers tags and a weakness tag.  Going back to the ranger, they could have stalker, Nature bonded, and deft with a bow as power tags, but have loaner as a weakness tag.  When you do an action, you count the number of power tags that help and subtract from that the number of weakness tags that hurt.  That number is what you add to the 2d6 above.  

Conditions and ending encounters– For every power tag you have, you add one to any level of success you achieve.  If you attacked with that ranger above, rolled a 12 on 2d6, and had four power tags that helped you, you could put the status wounded on an enemy with a rank of five.  If you only rolled a 7 total with those four tags, you would still wound that enemy, but you might also gain the headache one condition as you got bashed in the head on the attempt.  Conflict either social or combat ends when a condition goes far enough one way or another.

And that’s it.    

Mechanics or Crunch– This RPG has fun mechanics, but you have to want it.  This is a very fluff heavy mechanics RPG.  That’s completely fine, and fun, but is it what you want?  I’m fine with this, but it might be a deterrent for some players. 4.5 /5

Theme or Fluff– This is a phenomenal product for story.  It’s a comic that teaches you the game.  It’s a comic that teaches you the world story.  It’s everything I love for an intro product.  5/5

Execution–  This is a choose your own adventure comic book.  It’s not hyperlinked, but when you do things, you roll dice, and click the move to page box to move to the result.  I love it!  This is the product I would have wanted back in 3rd grade when I read choose your own adventure books.  Good art, solid writing, and ease of reading makes this a near perfect product.  5/5

Summary–  The Apocalypse engine is a funny thing.  RPG have always been a meeting of the theater kids and the mathletes and the strange creations of those two.  This RPG is much more theater kids product with less math and ability to power game.  That’s not bad, but make sure this is what the group wants.  The product itself is amazing, and it’s fun to go back and play a choose your own adventure book.  For the price, you need to check this book out!  97%

Daily Punch 8-19-25 Sunlight Vulnerability for DCC RPG

IT BURNS!

Sunlight Vulnerability
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralThe light, it burns!
Manifestationroll 1d4: (1) You skin crackles and burns black (2) you litteraly light on fire (3)Your begin to blister and turn read (4) you beging to speed rot in the light
1Roll this mutation check again, plus roll one additional defect.
2-4You are weak to the sun and while in the sun you take 1d6 damage every 10 minutes in the light
5-7You are weak to the sun and while in the sun you take 1d4 damage every 10 minutes in the light
8-11You are weak to the sun and while in the sun you take 1d3 damage every 10 minutes in the light
12-15You are weak to the sun and while in the sun you take 1d2 damage every 10 minutes in the light
16-17You are weak to the sun and while in the sun you take 1 damage every 10 minutes in the light
18-19You sparkle in the sunlight
20+You heal 1d4 hit points every hour in the sun

Daily Punch 8-18-25 Painkiller alchemical item for Pathfinder 2nd Ed

one more time to kill the pain!


Painkiller Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Painkillers are pills that don’t prevent damage, but numb you to the pain your experiencing so you don’t care! These pills last for one hour and provide you temporary hit points at the start of each of your turns for the duration. If another source provides more temporary hit points, that amount is instead provided. If you are not damaged, you only game temporary hit points equal to the number provided each round and these do not build up.

Painkiller (Minor)Item 1

Price 3 gp
Bulk L
Duration 1 hour
You gain 1 temporary hit point at the start of each round.

Painkiller (Lesser)Item 5

Price 30 gp
Bulk L
Duration 1 hour
You gain 3 temporary hit point at the start of each round.

Painkiller (Moderate)Item 9

Price 150 gp
Bulk L
Duration 1 hour
You gain 6 temporary hit point at the start of each round.

Painkiller (Greater)Item 13

Price 600 gp
Bulk L
Duration 1 hour
You gain 9 temporary hit point at the start of each round.

Painkiller (Major)Item 15

Price 1,300 gp
Bulk L
Duration 1 hour
You gain 12 temporary hit point at the start of each round.

Painkiller (True)Item 19

Price 8,000 gp
Bulk L
Duration 1 hour
You gain 15 temporary hit point at the start of each round.