Cantrip Concentrate ManipulateVitality Traditionsdivine Mystery life Range touch; Targets 1 creature Defense basic Fortitude
You push life into something. Touch one target. If the target is living and succeeds, it takes 1d4 void damage. If it fails, it takes 1d4 vitality damage. If the target is undead, success results in 1d4 vitality damage. If it fails, it takes 1d4 void damage. Critical successes and critical failures double the received damage. The target must attempt a save and can not voluntarily fail this check.
You know where to hit. Add one to the range of your critical hit range. If your range expands again or at a specific number, increase that number as well.
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.
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,
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.
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.
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.
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%