Daily Punch 2-14-24 Skeleton Speed skeleton power for DCC RPG

Move with the speed of the damed!

Skeleton Speed
Type: actionRange: selfDuration: 1 hourSave: none
GeneralNo muscles and fat means more speed!
Manifestationroll 1d4: (1) You litterally vibrate with speed (2)You move so fast none can see you move (3)As you move you seam to just glide around everyone (4) You see everyone else move in slow motion
1failure and you cant not use for the rest of the day.
2-11failure
12-13You gain an additional d14 action die. You can not use this power for another day
14-17You gain an additional d16 action die. You can not use this power for another day
18-19You gain an additional d20 action die. You can not use this power while under the effect of this power
20-23You gain an additional d24 action die. You can not use this power while under the effect of this power
24-27You gain an additional d20 and d14 action dice. You can not use this power while under the effect of this power
28-29You gain an additional d20 and d16 action dice. You can not use this power while under the effect of this power
30-31You gain an additional d20 and d20 action dice. You can not use this power while under the effect of this power
32+You gain an additional d24 and d24 action dice. You can not use this power while under the effect of this power

Thoughts?

Daily Punch 2-13-24 Digital Footprint negative quality for Shadowrun 6th Ed

Let’s leave some accidental breadcrumbs!

Digital Footprint (1 to 3)
You just can’t leave well enough alone.
• Bonus: 8 Karma per level
• Game Effect: You leave a massive flare in the matrix when you do anything. When you do an illegal matrix action, you increase your GOD score by the level of this quality for each illegal matrix action you take.

Thoughts?

Daily Punch 2-12-24 Remove Animus spell for Pathfinder 2nd Ed

Can’t turn them, so let’s make them just stop being alive!

Remove Animus two-actions Spell 5

Concentrate Incapacitation Manipulate
Traditions arcane, divine, occult
Range 30 feet; Target 1 undead creature
Defense Will


You rip the moving force from an undead and cause it to fall into pieces on the floor. The target must attempt a Will save. You can spend an extra action while Casting
this Spell and add a cost to the spell to give the creature a –2
circumstance penalty to its save. The cost must be a specially
gathered object that is anathema to the creature such as a phylactery to a lich or dirt from the grave of a vampire.
Critical Success The target resists being banished and you are
stunned 1.

Thoughts?

Ring Side Report- RPG review of Pathfinder One-Shot #3: Head Shot the Rot

Product– Pathfinder One-Shot #3: Head Shot the Rot

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $ 9.99 here https://paizo.com/products/btq02aoq?Pathfinder-OneShot-3-Head-Shot-the-Rot 

TL; DR-This is what I want more of.  100%

Basics– AIM FOR THE HEAD!  Head Shot the Rot is a one-shot drop-in game for four PCs set in Alkenstar.  It’s a glorious “Kill the bad guys, save everyone!” kind of adventure.

Mechanics or Crunch– This is Night of the Living Dead in Pathfinder.  You have some zombies and you have some people.  You get some skill checks, some combat, and some social.  That’s all the pieces of the game I want.  And I’m happy!  It’s solid mechanics with 3rd level PCs and some monsters that can tear them up if they screw up, but enough firepower to make sure that doesn’t happen.  Finely balanced as all things should be.  5/5

Theme or Fluff– You start in a bar with your buds, bad happens, and you kill it.  Save the people, get the money.  That’s the story and there is enough in the adventure and maps to build that into a fun place to play and explore even if you don’t go far.  The PCs and I had a blast with this one.  5/5

Execution– It’s Paizo.  They know how to lay out a book, make nice art, make it easy to read, and get me the information I need in a hurry.  It’s 10 bucks, which is a bit pricey, but it filled four hours.  This beats the movie test of if I went to the movies with the same friends, would we spend more.  So, I don’t feel ripped off here.  It comes with art, maps, and PCs – all the toys I need to literally just drop in Roll20 and play.  5/5

Summary–  Some days you crave Game of Thrones level intrigue, and others you  just want a bunch of zombies, a gun, and a goal.  This is the latter.  I loved everything here.  It’s a fun one shot where all the players get what they want out of this, while I had fun and did not need hours of prep before.  Hey Paizo! Make more of these, and then connect them to each of the adventure paths.  I’d buy them!  100%

Daily Punch 2-9-24 DDOS Network positive quality for Shadowrun 6th Ed

Just saw that several million toothbrushes could be used in a DDOS…. huh… this is the weirdest future. Let’s bring that to Shadowrun! https://www.zdnet.com/home-and-office/smart-home/3-million-smart-toothbrushes-were-not-used-in-a-ddos-attack-but-they-could-have-been/

DDOS Network (1 to 3)
Why not call in a few friends?
• Cost: 12 Karma per level
• Game Effect: You have spent a bit of time setting some seeds you can call in for help. When you do an illegal matrix action, you can gain a +1 dice on the check for each level of this quality. You however increase your GOD score by the level of this quality for each illegal matrix action you take.

Thoughts?

Daily Punch 2-8-24 Skeleton key skeleton power for DCC RPG

Build stuff!

Skeleton Key
Type: actionRange: selfDuration: variesSave: none
GeneralArm bones connected to the hand bone and with enough philangies, you can build anything you want! This power allows you to build items that you have seen and depending on the level of the powers, you can produce items with charges or amunition
Manifestationroll 1d4: (1) You take your own bones, remove, and build with them. (2)You reach into a bag and keep removing and building things (3)You keep breaking off ribs and building with them to no end (4) You pull bounds from the ground to pull bonds to build with
1failure and you cant not use for the rest of the day.
2-11failure
12-13You can build an item as big as a fist that last for 1 turn
14-17You can build an item as big as an arm that last for 1 turn
18-19You can build an item as big as an arm that last for 1 hour and has up to 10 charges or 10 pieces of ammunition
20-23You can build an item as big as a man that last for 1 hour and has up to 10 charges or 10 pieces of ammunition
24-27You can build an item as big as a man that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
28-29You can build an item as big as a car that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
30-31You can build two items each as big as a car that last for 8 hour and has up to 100 charges or 100 pieces of ammunition
32+You can build an item as big as house that last for 8 hour and has unlimited charges and ammo for the duration.

Thoughts?

Daily Punch 2-7-24 Minor Manipulation occult spell for Pathfinder 2nd Ed

just guide their hand…

Minor Manipulation one-action Spell 2

Concentrate Mental
Traditions occult
Range 30 feet; Target 1 creature
Defense Will; Duration varies  


You whisper secrets and guidance into a targets ear. The target makes a will save
Success The target is unaffected and aware of the spell.
Failure You dictate the targets next action. this is one action that can include attacks, spells, or any other abilities or actions that are only one action. the target is not aware of the spell.
Critical Failure You dictate the targets next turn. Tis is three action that can include attacks, spells, or any other abilities or actions that can be completed in three actions. The target is not aware of the spell.

Thoughts?

Daily Punch 2-6-24 Skeletal Recombination skeleton power for DCC RPG

More skeleton powers!

Skeletal Recombination
Type: actionRange: selfDuration: 1 turn per levelSave: none
GeneralWhy not be a dinosaur? When you use this power, you assemble yourself into another creature. You gain the creatrues abilities, bonuses, and hit dice. When you are reduced to zero hit points in that state, you return to your normal form, regain all other abilities, and any remaining damage are transfered to your normal hit points.
Manifestationroll 1d4: (1) you remove bones from some places, and move them to others to take on a different shape (2)Your bones morph into a new shape (3)you grap bones from around you and build a different body (4) In a poof of smoke, you become a different boney creatures
1failure and you cant not use for the rest of the day.
2-11failure
12-13You can take on the form of any 1 HD creature
14-17You can take on the form of any 2 HD or lower creature
18-19You can take on the form of any 3 HD or lower creature
20-23You can take on the form of any 5 HD or lower creature
24-27You can take on the form of any 7 HD or lower creature
28-29You can take on the form of any 10 HD or lower creature
30-31You can take on the form of any 15 HD or lower creature
32+You can take on the form of any mortal, none godly creature!
Thoughts?