roll 1d4: (1) you touch them and where you lay your ands their body colapses in (2)As you touch them, their whole fomr shrinks (3)With a small blow, the body crumples and crunches in (4) A slap from your hand causes the wasting of the body in your target
1
failure and you cant not use for the rest of the day.
2-11
failure
12-13
Reduce the targets stamina by 1.
14-17
Reduce the targets agility and stamina by 1
18-19
Reduce the targets agility and stamina by 1d2 each
20-23
Reduce the targets agility and stamina by 2d2 each
24-27
Reduce the targets agility and stamina by 3d3 each
28-29
Reduce the targets agility and stamina by 4d3 each
30-31
Reduce the targets agility and stamina by 4d4 each
32+
You completely disolve the bones of the target. their agility and stamina are reduced to 1.
TL; DR-Solid new information from a new place in DCC. 98%
Basics– Let’s go somewhere I never expected DCC RPG to go! Legends of Uganda does exactly what it says: it’s legends and lore from Uganda, providing monsters, mighty deeds, a new class, and weapons for the table to experience.
Mechanics or Crunch– This is a collection of new items for the table and honestly they feel like they fit. All the new toys for both players and GMs all fit into the existing power scale of DCC RPG. It’s fresh and new ideas that mesh well. 5/5
Theme or Fluff– What’s here is new and it’s interesting. Uganda is quite literally a world away from me. I have experience with Celtic folklore, Asian folklore, North and South American folklore, but I know a lot less about subSaharan African folklore. This book brings in a number of fun new ideas that you can bring to bear at the table. It would be very easy to do this disrespectfully, but this book treats the material and people with respect. 5/5
Execution-. This book is very well put together, but it has a few small issues. The book reads well and has good art, but some things are missing. There are four weapons, but they are in two different parts of the book. There are multiple monsters, but they are scattered apart. This isn’t a problem, but you can tell this was originally made from three different smaller PDFs put together. The joining of three books without reorganization wouldn’t be a major issue if the book had bookmarks or hyperlinks to jump to sections. This is a 3 dollar PDF that amazingly has over 30 pages. Honestly, I’m impressed by how much is crammed in here! Also, this has a completely new class, but no new spells. I would expect a few new spells in this book. Maybe in the sequel. 4.75/5
Summary– This book is new and fun! I love learning about new stuff from new places. There is nothing wrong with my 30+ Celtic adventures, but this book aims to show me something new and does it well. New toys for both the GM and the player are balanced well. The tone is respectful while keeping the material engaging. My only issues are some organization and the lack of spells. Show me some new magic from where you’re from and give me some hyperlinks, and I’d be thrilled. But then again, I want to stress this is a 30+ page book, so it’s good value for money. I’m looking forward to the next one in this series. 98%
They’re dead! But that won’t keep a good man down! If a friend dies, YOU MIGHT SAVE THEM! Only do this is the other PC consents to this
Manifestation
roll 1d4: (1) The body liquifies, but the bones remain and stand up! (2) The body becomes dust and the bones stand. (3)the bones stand up and the flesh remains. Gooey! (4) The body blows away in a puff of smoke and the bones are standing in its place
1
Failure and the character is truely dead
2-11
Failure but others can attempt to roll the body.
12-13
You revive the other character as a skeleton of their level
14-17
You revive the other character as a skeleton of their level with one additional hit point
18-19
You revive the other character as a skeleton of their level with 1d3additional hit point
20-23
You revive the other character as a skeleton of their level with 1HD additional hit point
24-27
You revive the other character as a skeleton of their level with 2HD additional hit point
28-29
You revive the other character as a skeleton of their level with 2HD additional hit point and one additioanl ability point in a random stat
30-31
You revive the other character as a skeleton of their level with 2HD additional hit point and 1d3 additioanl ability point in random stats
32+
You revive the other character as a skeleton of their level with 2HD additional hit point and 1d6 additioanl ability point in random stats
You’re dead! Well… dead again! But maybe not! Get better! When you are knocked unconcoucus, you can use this power to try to avoid dying for real!
Manifestation
roll 1d4: (1) the bones crack back together and you stand up (2) your bones fly to a standing position (3)All your bones roll back into position of a standing person (4) you turn to dust and blow back into a body
1
Failure and you’re truly dead forever!
2-11
Failure but others can attempt to roll your body…er… bones?
12-13
You die from damage, but in a turn you just stand back up after combat with 1 HP
14-17
You die from damage, but in a round you just stand back up after combat with 1 HP
18-19
You die from damage, but in a round you just stand back up after combat with 1HD of HP
20-23
You die from damage, but in a round you just stand back up after combat with 2HD of HP
24-27
You die from damage, but in a roundyou just stand back up after combat with 3HD of HP
28-29
You die from damage, but in a roundyou just stand back up after combat with 4HD of HP
30-31
You die from damage, but in a round you just stand back up after combat with 5HD of HP
32+
YOU ARE UNSTABALE! You instantly stand up and are at full health!
TL; DR-Alright I’m in despite the cardinal sin. 97%
Basics– Ok, let’s be bad guys! Evolved is a new super hero book for the DCC RPG that is currently in kickstarter. If you know DCC RPG, then you already know almost most of this game. Let’s look at this new expansion!
Mechanics or Crunch– Like MCCRPG? then you like this. That’s it. Evolved is much more like MCC then DCC. But if you like the basics of the dice chain, how you level, and how you progress, then you are gonna love this. There are small changes that the writers have added like how your money is a die and you roll to see if you can buy something as opposed to cash much like how money is abstracted in Call of Cthulhu, but it’s mostly the game I know and I love. What’s here is new and done well, so I’m in. 5/5
Theme or Fluff– Like super hero comics and movies? Then you’re in. Again, this isn’t a genre-subverting change to super heroes, but it’s just the simplicity of the DCC/MCC rpg brought to super heroes. That makes me happy. This game difference is you have a low level hero in the now and in the future 2050s there is a dystopian version with your higher level supers. That’s an interesting twist. All in all, its MCC supers, and as a convert to DCC I love it.. 5/5
Execution– What’s here is good, but there is an unforgivable sin in any new RPG. This book is a buck for a kickstarter version. Ok, there will be problems, but for an intro of what is honestly at least 70% of a 30 buck book, I’ll overlook that. But, like any new RPG there is NO adventure or premade characters. Premade characters are excusable, but if you want me to see your two time periods, it would be something I want to see. However, I don’t have any adventures to show off your world and game. That’s a major no no for me. Give me an adventure and this would be a solid intro. 4.5/5Summary- FINE! Take my money. Even if you break my rule and make a system without demo characters and an adventure, this is DCC/MCC supers. I sat in enough Marvel movies at midnight to love superheroes and sat at enough con tables with my fellow grognards to love DCC. So, I’m in. Check the PDF for a buck here https://www.drivethrurpg.com/product/466609/Evolved-RPG-Playtest-Doc–Powered-by-DCC-RPG–Now-on-Kickstarter&affiliate_id=658618 and then get the real book like me at the link above. 97%
As you are touched, so you touch back with all the furry of the ages
Manifestation
roll 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
1
Failure, ability may not be used againt that day
2-11
Failure
12-13
Any melee attack or spell causes 1d3 hp of damage to the attacker
14-17
Any melee attack or spell causes 1d4hp of damage to the attacker
18-19
Any melee attack or spell causes 1d6 hp of damage to the attacker
20-23
Any melee attack or spell causes 1d8 hp of damage to the attacker
24-27
Any melee attack or spell causes 1d10 hp of damage to the attacker
28-29
Any melee attack or spell causes 1d12 hp of damage to the attacker
30-31
Any 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!
More powers for my skeleton! Time to build this guy a class!
Brainless
Type: reaction
Range: self
Duration: instantaneous
Save: none
General
No brains, no nerves, no pain! You take a hit and just keep going!
Manifestation
roll 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!
You build extra arms for yourself to do extra actions. You can not use this power while under the effect of this power
Manifestation
roll 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
1
Failure, ability may not be used againt that day
2-11
Failure
12-13
You gain one additional arm with a d12 action die
14-17
You gain one additional arm with a d16 action die
18-19
You gain one additional arm with a d20 action die
20-23
You gain two additional arms with a d20 and a 1d14 action dice
24-27
You gain two additional arms with a d20 and a 1d16 action dice
28-29
You gain two additional arms with two d20 action dice
30-31
You gain three additional arms with three d20 action dice
32+
You gain Four additional arms with four d20 action dice
You take yourself apart, surround an enemy in a bone cage, and seize complete control of them
Manifestation
roll 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
1
Failure, ability may not be used againt that day
2-11
Failure
12-13
You may target a 1 HD. If the spell succeeds, tyou control that creature for 1 round.
14-17
You may target a creature up to 2 HD. If the spell succeeds, you control that creature for 1d6 rounds.
18-19
You may target a creature up to 4 HD. If the spell succeeds, you control that creature for 1d6 rounds.
20-23
You may target a creature up to 8 HD. If the spell succeeds, you control that creature for 1d6 rounds.
24-27
You may target a creature up to 12 HD. If the spell succeeds, you control that creature for 2d6 rounds.
28-29
You may target a creature up to 16 HD. If the spell succeeds, you control that creature for 3d6 rounds.
30-31
You 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.
roll 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
1
Failure, ability may not be used againt that day
2-11
Lost. Failure
12-13
Your taget takes a -1 penalty to their next action die roll
14-17
Your taget takes a -1 penalty to all next action die rolls till the start of your next turn
18-19
Your taget takes a -1d penalty to all next action die rolls till the start of your next turn
20-23
Your taget takes a -1d penalty to all next action die rolls for 1d3+1 turns.
24-27
Your taget takes a -1d penalty to all next action die rolls for 1d4+1 turns.
28-29
Your taget takes a -2d penalty to all next action die rolls for 1d4+1 turns.
30-31
Your 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.