Daily Punch 1-18-24 Aging Touch skeleton power for DCC RPG

More skeleton powers!

Aging Touch
Type: reactionRange: meleeDuration: instantaneousSave: Fortitude
GeneralAs you are touched, so you touch back with all the furry of the ages
Manifestationroll 1d4: (1) Any creature that hits you begins to rapidly age and decay (2) Any touch causes the attacker to melt (3)As you are touched the attacker turns to dust (4) As you are attacked, the attacker flashes with a fel black light
1Failure, ability may not be used againt that day
2-11Failure
12-13Any melee attack or spell causes 1d3 hp of damage to the attacker
14-17Any melee attack or spell causes 1d4hp of damage to the attacker
18-19Any melee attack or spell causes 1d6 hp of damage to the attacker
20-23Any melee attack or spell causes 1d8 hp of damage to the attacker
24-27Any melee attack or spell causes 1d10 hp of damage to the attacker
28-29Any melee attack or spell causes 1d12 hp of damage to the attacker
30-31Any melee attack or spell causes 3d6 hp of damage to the attacker
32+Any melee attack or spell causes the attacker to instantly wither to a husk and die!

Thoughts?

Daily Punch 1-16-24 Brainless Skeleton Power for DCC RPG

More powers for my skeleton! Time to build this guy a class!

Brainless
Type: reactionRange: selfDuration: instantaneousSave: none
GeneralNo brains, no nerves, no pain! You take a hit and just keep going!
Manifestationroll 1d4: (1) You take the hit and just don’t care! (2) You stare at the weapon that struck you and then at the enemy (3)As you are hit, the weapon glances off your body (4) Both you and the enemy look in amazement as nothing happens!
1Failure, ability may not be used againt that day
2-11Failure
12-13You prevent 1d3 hp of damage
14-17You prevent 1d4 hp of damage
18-19You prevent 1d6 hp of damage
20-23You prevent 1d8 hp of damage
24-27You prevent 1d10 hp of damage
28-29You prevent 1d12 hp of damage
30-31You prevent 3d6 hp of damage
32+YOU ARE A STONE! Prevent all damage!

Daily Punch 1-2-23 Hekatonkheires skeleton power for DCC RPG

Be a whirling ball of bone death!

Hekatonkheires
Type: actionRange: selfDuration: 8 hoursSave: none
GeneralYou build extra arms for yourself to do extra actions. You can not use this power while under the effect of this power
Manifestationroll 1d4: (1) You pull skeletal arms from the earth and attach them to yourself (2) Your bones shift like sand and new ones grow from your back (3)You glow black and new bones apear from the eather (4) Your arms split and form into more arms
1Failure, ability may not be used againt that day
2-11Failure
12-13You gain one additional arm with a d12 action die
14-17You gain one additional arm with a d16 action die
18-19You gain one additional arm with a d20 action die
20-23You gain two additional arms with a d20 and a 1d14 action dice
24-27You gain two additional arms with a d20 and a 1d16 action dice
28-29You gain two additional arms with two d20 action dice
30-31You gain three additional arms with three d20 action dice
32+You gain Four additional arms with four d20 action dice

Daily Punch 12-6-23 Bone Pilot skeleton power for DCC RPG

Let’s take direct control!

Bone Pilot
Type: actionRange: touchDuration: 1 round or longerSave: Will save vs check DC
GeneralYou take yourself apart, surround an enemy in a bone cage, and seize complete control of them
Manifestationroll 1d4: (1) Your body falls apart and surround your enemy in a cage of bone (2) Your bones pour from your touch one by one onto the enemy and surround their body (3)You turn to dust and flow into them surrounding their bones at a cellular level (4) You simple walk onto them
1Failure, ability may not be used againt that day
2-11Failure
12-13You may target a 1 HD. If the spell succeeds, tyou control that creature for 1 round.
14-17You may target a creature up to 2 HD. If the spell succeeds, you control that creature for 1d6 rounds.
18-19You may target a creature up to 4 HD. If the spell succeeds, you control that creature for 1d6 rounds.
20-23You may target a creature up to 8 HD. If the spell succeeds, you control that creature for 1d6 rounds.
24-27You may target a creature up to 12 HD. If the spell succeeds, you control that creature for 2d6 rounds.
28-29You may target a creature up to 16 HD. If the spell succeeds, you control that creature for 3d6 rounds.
30-31You may target any creature. If the spell succeeds, you control that creature for 3d6 rounds.
32+You may target any creature. If the spell succeeds, you control that creature for 1d6 hours.

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 11-20-23 Grave Feast skeleton power for DCC RPG

If you can stomach it, all food can provide nourishment….

Grave Feast
Type: actionRange: selfDuration: instantaneousSave: none
GeneralYou eat the dead and heal
Manifestationroll 1d4: (1) You bite into bones and the dust rejoins your body (2) You rip off chunks of dead and push them into yoru body (3) You touch dead bodies and necrotic energy flows into you and heals your form (4) You reach out and a dead body disapears into black energy and you obsorb it.
1Failure, ability may not be used againt that day
2-11Lost. Failure
12-13You regain 1d4 hit points.
14-17You regain 1d6 hit points.
18-19You regain 1d8 hit points.
20-23You regain 1d10 hit points.
24-27You regain 2d6 hit points.
28-29You regain 3d6 hit points.
30-31You regain 4d6 hit points.
32+You regain all hit points.

Daily Punch 11-17-23 Bone Boomerang skeleton power for DCC RPG

Just throw stuff!

Bone boomerang

Type: action Range: 10 feet/CL

Duration: instantaneous Save: none

General You throw your bones but they just wont go away!

Manifestation roll 1d4: (1) You grab one arm with the other and throw it like a boomerang (2) You rip off your jaw and throw it. (3) You throw a rib at an enemy (4) You bowl your skull at an enemy

1Failure, ability may not be used again that day

2-11Lost. Failure

12-13You throw a bone at a foe as a ranged attack. If it hits, it does 1d4 damage on the return.

14-17You throw a bone at up to two foe as a ranged attack. If it hits each target independently, it does 1d4 damage on the return.

18-19You throw a bone at up to two foe as a ranged attack. If it hits each target independently, it does 1d6 damage on the return.

20-23You throw a bone at up to three foes as a ranged attack. If it hits each target independently, it does 1d6 damage on the return.

24-27You throw a bone at up to three foes as a ranged attack. If it hits each target independently, it does 1d8 damage on the return.

28-29You throw a bone at up to four foes as a ranged attack. If it hits each target independently, it does 1d8 damage on the return.

30-31You throw a bone at up to four foes as a ranged attack. If it hits each target independently, it does 1d10 damage on the return.

32+The bones swirl around you in all directions dealing 6d10 damage to all foes within range.

Daily Punch 11-3-23 Body Builder skeleton power for DCC RPG

Time to be big!

Body Builder
Type: actionRange: selfDuration: 1 turn/CLSave: none
GeneralYou use bones to build yourself stronger
Manifestationroll 1d4: (1) Bones fly onto your body building you a stronger form (2) You rip off hunks of old bone and replace them with hunks of new (3) You attack bones to your body like hunks of scrap ona car(4) You eat the bones and your form builds bigger
1Failure, ability may not be used againt that day
2-11Lost. Failure
12-13You break down and take a -1 pentalty to AC and all attacks
14-17You build up your body gaining a +1 bonus to AC
18-19You build up your body gaining a +1 bonus to AC and a +1 bonus to all attacks and Strength checks
20-23You build up your body gaining a +2 bonus to AC and a +1 bonus to all attacks and Strength checks
24-27You build up your body gaining a +2 bonus to AC and a +2 bonus to all attacks and Strength checks
28-29You build up your body gaining a +3 bonus to AC and a +2 bonus to all attacks and Strength checks
30-31You build up your body gaining a +3 bonus to AC and a +3 bonus to all attacks and Strength checks
32+You build up your body gaining a +4 bonus to AC and a +4 bonus to all attacks and Strength checks

Daily Punch 11-2-23 Undead Servitor skeleton power for DCC RPG

Want some undead to follow your command?

Undead Servitor
Type: actionRange: touchDuration: variesSave: none
GeneralYou summon a skeleton or zombie from the grave
Manifestationroll 1d4: (1) reach into the ground and pull a new undead servent form the ground (2) you thrust your hand up toward the sky and the undead crawl up to your service (3) You point at a dead body and it responds to your command (4) You stare at a body and it returns to unlive
1Failure, ability may not be used againt that day
2-11Lost. Failure
12-13The caster summons one skeleton or zombie of up to 1 HD. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
14-17The caster summons one skeleton or zombie of up to 2 HD, or two 1 HD skeletons or zombies. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
18-19The caster summons one skeleton or zombie of up to 3 HD, or three 1 HD skeletons or zombies. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
20-23The caster summons one skeleton or zombie of up to 4 HD, four 1 HD skeletons or zombies, or some combination of HD equal to four. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
24-27The caster summons one skeleton or zombie of up to 5 HD, Five 1 HD skeletons or zombies, or some combination of HD equal to five. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 hour.
28-29The caster summons one skeleton or zombie of up to 6 HD, six 1 HD skeletons or zombies, or some combination of HD equal to six. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for eight hour.
30-31The caster summons one skeleton or zombie of up to 7 HD, seven 1 HD skeletons or zombies, or some combination of HD equal to seven. The skeleton take half damage from piercing and slashing weapons or zombies take half damage form bludgeoning damage. Either remain for 1 day
32+The caster summons a horde of skeletons or zombies. The total hit dice must be 40 HD or less. The skeleton horde half damage from piercing and slashing weapons, zombies take half damage from bludgeoning weapons, and both remains for up to a week.