roll 1d4: (1) You take the hit and just keep going (2) Hunks are cut off and you just put them back in place (3) You can quickly stich the cut pieces back into place (4) The wound undoes itself after the blow
1
failure, power may not be used again today
2-11
failure
12-13
You reduce the damage you take by 1
14-17
You reduce the damage you take by 1d3
18-19
You reduce the damage you take by 1d4
20-23
You reduce the damage you take by 2d4
24-27
You reduce the damage you take by 3d4
28-29
You reduce the damage you take by 3d6
30-31
You reduce the damage you take by 3d8
32+
You completely reduce the damage you take to zero!
You use the powers granted by undeath for your mind
Manifestation
roll 1d4: (1) You touch your temple and focus your mind (2) Your eyes glow and powers happen (3) You flow with a fell purple light as you flex your powers (4)Things just happen!
1
failure, power may not be used again today
2-11
failure
12-13
You gain the ability to mentally lift 1d4 pounds of materials
14-17
You gain the ability to mentally lift 2d4 pounds of materials or project your thoughts to any creature within 30 feet
18-19
You gain the ability to mentally lift 2d6 pounds of materials or project your thoughts to as many creatures as you want within 60 feet
20-23
You gain the ability to mentally lift 3d6 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 60 feet
24-27
You gain the ability to mentally lift 3d8 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 100 feet
28-29
You gain the ability to mentally lift 3d8 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1000 feet
30-31
You gain the ability to mentally lift 4d8 pounds of materials, you can read the thoughts of any creature with in 60 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1 mile
32+
You gain the ability to mentally lift 4d10 pounds of materials, you can read the thoughts of any creature with in 1000 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1 mile
Basics– We who are about to die Salute BBQ Ziggurat! Want your big break? You can get it if you survive the Murder Mountain Smackdown! It’s a new Dungeon Jockeys outing, and you can get your own shot at the big leagues. All you have to do is not be killed or stolen away to another universe!
Mechanics or Crunch– Do you like DCC? If so, you will like these mechanics. It’s simplistic, but DCC is not a crunch system. It’s fast and fun AND VERY VERY CRAZY! From Desert Yetis to snow gnomes to crazy creatures stealing away people to different dimensions. I had a blast running it, and the players had a blast playing it. 5/5
Theme or Fluff– The story is good, but not perfect. XCrawl walks a weird line between DCC, American Gladiators, and American Idol. That said, it does most of that well. What I really didn’t like is how the cover monster is used. There is a crazy monster that just eats characters. It’s not really explained well, in my opinion, and you don’t really fight it. I’d like a fight with it or something crazy, but it’s more just fail a roll and die. Aside from that, it’s crazy fun. 4.5 /5
Execution– This is just a repeat of many of my other Goodman Game reviews. It’s classic RPG stuff with modern layout and design. This is how DnD in 1e should have been laid out to help me as a GM run it. 5/5Summary– Aside from one monster, I feel this is a solid intro to XCrawl. It’s a funnel where LOTS of PCs will die, but you end up with a rag tag team ready to roll in the big leagues. You get your American Idol shot at being a hero on TV. As a GM, there are fun monsters, crazy events, and all kinds of shenanigans you won’t see in the more straight fantasy offerings. If only the cover monster was a bit different, it would be perfect. 97%
roll 1d4: (1) Your appearence doesnt change but you massively increase in strength (2) Your body bulks up (3) A dark haze of power surrounds you (4)Your eyes glow as your muscles tighten
roll 1d4: (1) Your wounds simply close (2) blood flows back into your wounds as they close (3) Injurines look like cuts to leathers and it reknits back together (4)the wound glows and the damage is restored
1
failure, power may not be used again today
2-11
failure
12-13
every hour you regain 1 HP for eight hours
14-17
every hour you regain 1d6 HP for eight hours
18-19
every hour you regain 2d6 HP for eight hours
20-23
every 10 minutes you regain 1d6 hit points for eight hours
24-27
every 10 minutes you regain 2d6 hit points for eight hours
Save: fort vs check result, will vs check result to determine self control
General
You turn a creature into a vampire
Manifestation
roll 1d4: (1) bite into the creature and create a bloody mess (2) under cover darkness around you you turn them into a your thrall (3) With a touch you channel pure dark energy and revive a thrawl (4)With a deep, quick bite, you draw life out and put energy into your potental thrall
1
failure, power may not be used again today
2-11
failure
12-13
You revive a target at a vampire of the same level or hit dice as it was before. If it fails the will save, it muse surve you for 1 day
14-17
You revive a target at a vampire of the same level or hit dice as it was before. If it fails the will save, it muse surve you for 2d3 day
18-19
You revive a target at a vampire of the same level or hit dice as it was before. It gains +1 to its Personality. If it fails the will save, it muse surve you for 2d3 day
20-23
You revive a target at a vampire of the same level or hit dice as it was before. It gains +2 to its Personality. If it fails the will save, it muse surve you for 3d3 day
24-27
You revive a target at a vampire of the same level or hit dice as it was before. It gains +2 to its Personality. If it fails the will save, it muse surve you for 3d6 day
28-29
You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for 3d6 day
30-31
You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for 3d8 day
32+
You revive a target at a vampire of the same level or hit dice as it was before. It gains +3 to its Personality. If it fails the will save, it muse surve you for forever.
roll 1d4: (1) Your body ripples and molds into a new frame (2) Turn into a puff of smoke and reapear as a different person (3) turn to a formless goo and reform into the target (4)You just are the target
1
failure, power may not be used again today
2-11
failure
12-13
You turn into 1HD of a humanoid creature for 1d3 rounds. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
14-17
You turn into 1HD of a humanoid creature for 1d3 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
18-19
You turn into 2d3HD of a humanoid creature for 1d3 hours. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
20-23
You turn into 3d4HD of a humanoid creature for 1d6 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
24-27
You turn into 4d4HD of a humanoid creature for 1d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
28-29
You turn into 4d6HD of a humanoid creature for 2d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
30-31
You turn into 6d6HD of a humanoid creature for 2d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
32+
You turn into 6d8HD of a humanoid creature for 4d8 hours. You possess all the powers of that creature. Damage done to the creature does not affect you after you turn back and if target dies, you are unharmed. Any creature who knows the target can attempt a will save DC equal to your power check to see through the illusion
roll 1d4: (1) In a poof of smoke, you become the animals (2) Your body falls appart into the animals (3) You melt and reform into the animals (4)You just change in the blink of an eye into the animals
1
failure, power may not be used again today
2-11
failure
12-13
You turn into 1HD of animals for 1d3 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed.
14-17
You turn into 2HD of animals for 1d6 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed.
18-19
You turn into 2d3HD of animals for 2d6 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed. You can turn into swarms of animals
20-23
You turn into 3d4HD of animals for 2d6 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed. You can turn into swarms of animals
24-27
You turn into 4d4HD of animals for 3d6 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed. You can turn into swarms of animals
28-29
You turn into 4d6HD of animals for 3d6 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed. You can turn into swarms of animals
30-31
You turn into 6d6HD of animals for 4d6 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed. You can turn into swarms of animals
32+
You turn into 6d8HD of animals for 6d6 rounds. Damage done to the animals does not affect you after you turn back and if the animals die, you are unharmed. You can turn into swarms of animals
roll 1d4: (1) Blood returns to cuts as they close. (2) Your wounds look like cracks and they crack in reverse to heal you. (3) Vile purple light emits from the wounds and they close. (4)In a flash, the wounds are just closed
1
failure, power may not be used again today
2-11
failure
12-13
You regain 1d2 hit points per round to your maximum for 1d6 rounds
14-17
You regain 1d4 hit points per round to your maximum for 1d6 rounds
18-19
You regain 2d4 hit points per round to your maximum for 2d6 rounds
20-23
You regain 3d4 hit points per round to your maximum for 2d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach.
24-27
You regain 3d4 hit points per round to your maximum for 2d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach. You are not killed instantly if you are cut in half or decapitated
28-29
You regain 3d6 hit points per round to your maximum for 3d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach. You are not killed instantly if you are cut in half or decapitated
30-31
You regain 4d6 hit points per round to your maximum for 4d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach. You are not killed instantly if you are cut in half or decapitated
32+
You no longer die from damage, but must be exposed to sunlight. This last for 1d10 hours.
Hit Points: Skeletons gain 1d8 hit points at each level. Skeleton Powers: Skeletons have a number of random skeleton powers determined by their level. Agility Bonus: Skeletons get a bonus to all agility rolls for weapons and melee attacks were applicable. This is in addition to the bonus from the ability score AC Bonus: Skeletons gain a bonus to AC based on their level. Graveburn: Skeletons can elect to use gravburn like spell burn when using skeleton powers.