Daily Punch 12-5-23 Rage Spray technology item for Starfinder

Ed’s been angry lately, so let’s get angry with a purpose!

Rage Spray

Rage Spray is a single use can containing a spray nozzle and a mixture of hormones and adrenal compounds.  The spray increased user strength and blocks pain, but prevents higher brain functions for the duration.  While under the effect of rage spray, you can not cast spells nor do any action requiring concentration.  You can use this item as a swift action.  You can resist this effect by making a Fortitude save.

Rage Spray, Mk 1

Level 3; Price 250; Bulk

Description- You gain a +1 circumstance bonus to melee attacks, DR 1/-, and an extra 3 temporary hit points until the end of your next turn.  DC 14 to resist the effect.

Rage Spray, Mk 2

Level 6; Price 650; Bulk

Description You gain a +1 circumstance bonus to melee attacks, DR 2/-, and an extra 6 temporary hit points for three turns.  DC 17 to resist the effect. 

Rage Spray, Mk 3

Level 9; Price 2,000; Bulk

Description You gain a +2 circumstance bonus to melee attacks, DR 3/-, and an extra 9 temporary hit points for three turns.  DC 20 to resist the effect. 

Rage Spray, Mk 4

Level 12; Price 5,000; Bulk

Description You gain a +2 circumstance bonus to melee attacks, DR 4/-, and an extra 12 temporary hit points for three turns.  DC 23 to resist the effect. 

Rage Spray, Mk 5

Level 15; Price 16,000; Bulk

Description You gain a +3 circumstance bonus to melee attacks, DR 5/-, and an extra 15 temporary hit points for three turns.  DC 25 to resist the effect. 

Rage Spray, Mk 6

Level 18; Price 49,000; Bulk —Description You gain a +3 circumstance bonus to melee attacks, DR 6/-, and an extra 18 temporary hit points for three turns.  DC 28 to resist the effect.

Thoughts?

Daily Punch 12-4-23 Enrage and Stoke Mob spells for Shadowrun 6th ed

Let’s make people angry!

Enrage (Multi-Sense)

RANGE LOS

TYPE M
DURATION S
DV 4


Stoke Mob (Multi-Sense, Area)

RANGE LOS (A)

TYPE P
DURATION S
DV 5


Enrage causes pure anger to erupt in a target. Roll Sorcery + Magic vs. Willpower + Logic; net hits give the maximum duration of the spell in minutes. The caster must sustain the spell for the complete duration.

The target must randomly attack targets it can see for the duration, either a friend or foe does not matter.

Enrage hits individuals, Stoke Mob is area effect.

Thoughts?

Daily Punch 12-1-23 Temporary Anger arcane spell for Pathfinder

GET MAD!

Temporary Anger Spell 1

Emotion Mental
Traditions arcane
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration instantaneous


You enrage a target to the point it just lashes out at anyone.

Critical Success The target is unaffected.
Success The target is stupefied 1.
Failure The target must make an attack against a random creature it can see and is within reach either of a ranged attack, melee attack with a move, or a cantrip. It must instantly use two actions to move and make an attack or make a cantrip spell attack. It can not use any feats for this attack, but must use any abilities that alter its attack and damage such as a monks unarmed attack.
Critical Failure The target’s entire next turn must be spent attacking random creatures.

Thoughts?

Daily Punch 11-30-23 Enrage, Lesser M1 mystic spell for Starfinder

DON’T MAKE ME ANGRY!

Enrage, Lesser

Classes Mystic 1, Precog 1, Witchwarper 1
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

Description

This spell causes a single creature to become enraged for one round. It will spend that round attacking with melee or ranged weapons with a full attack if possible at a random target it can see. It will not use any consumable weapons save ammunition, nor will it cast spells except if a cantrip is the best option for attacking based on attack bonus.

Thoughts?

Daily Punch 11-29-23 Touch of the Grave skeleton power for DCC RPG

Let’s unbless some people!

Touch of the Grave
Type: actionRange: touchDuration: 1 round or longerSave: Fort save vs check DC
GeneralYour touch saps a creatures abilities
Manifestationroll 1d4: (1) simply touch the creature (2) Darkness envolpes you and your touch saps a creatures essence (3)Your eyes sockets glow black, and your touch dauses the target’s eyes to become white (4) Your touch causes the target to visabily pale
1Failure, ability may not be used againt that day
2-11Lost. Failure
12-13Your taget takes a -1 penalty to their next action die roll
14-17Your taget takes a -1 penalty to all next action die rolls till the start of your next turn
18-19Your taget takes a -1d penalty to all next action die rolls till the start of your next turn
20-23Your taget takes a -1d penalty to all next action die rolls for 1d3+1 turns.
24-27Your taget takes a -1d penalty to all next action die rolls for 1d4+1 turns.
28-29Your taget takes a -2d penalty to all next action die rolls for 1d4+1 turns.
30-31Your taget takes a -2d penalty to all next action die rolls for 1d6+1 turns.
32+Your taget takes a -3d penalty to all next action die rolls for 1d10+1 turns.

Daily Punch 11-24-23 Foot in the Grave Skeleton Power for DCC RPG

more skeleton madness!

Foot in the Grave
Type: actionRange: 10 feet per ClDuration: 1 round or longerSave: will save vs check DC
GeneralYou force a creature to see its own death
Manifestationroll 1d4: (1) stare into a creature and both of you see its soul (2) You turn into a sworling mass of bones and terror as you face your target (3)you glow with darkness and fear (4) You radiate the an aura of death
1Failure, ability may not be used againt that day
2-11Lost. Failure
12-13You target one creture in range and it must make a Will save. On a failutre it sees its death and flees on its turn for one round.
14-17You target one creture in range and it must make a Will save. On a failutre it sees its death and flees on its turn for 1d4round.
18-19You target one creture in range and it must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
20-23You target 1d3 cretures in range and it must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
24-27You target all cretures of 1HD in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
28-29You target all cretures of 1d4 HD in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
30-31You target all cretures of 2d4 HD in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round.
32+You target all cretures in range and they must make a Will save. On a failutre it sees its death and flees on its turn for 1d6 round. On a critucal failure, they instantly died.

Thoughts?

Daily Punch 11-21-23 More Flies with Honey Leshy Feat for Pathfinder 2nd Ed

Funny story, flies go toward rot for food, and rotting funguses release alcohol. You get more flies with Alcohol then with Honey. Same with people….

More Flies with Honey Feat 1

Leshy


Through a combination of pheromones and general mannerisms, people just like you. You gain the Group Impression  skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to Diplomacy checks.

Thoughts?