Daily Punch Mental Punch spell for DCC RPG

Time to make a mental monk like the Ancient One… who wants a new class?

Mental Punch
Level: 1Range TouchDuration: instantaneousCasting time: 1 actionSave: none
GeneralYou focus your mental energy and use anchient hand motions to channel your power in to a concentrated punch
Manifestationroll 1d4: (1) The casters hand glow with blue light. (2) the casters eyes surge with white light and a halo. (3) The spot where the caster touches the target expodes with blue light. (3)the caster crackles with power during the spell.
CorruptionRoll 1d8: (1) the caster’s eyes glow black. (2) the caster’s skin gains a blue sheen. (3)caster’s fists become skeletal. (4) the caster shoots a blue light around themselve. (5) minor corruption; (7)major corruption. (8)greater corruption
MisfireRoll 1d3: (1) the caster’s power flows inward and they take 1d6 damage. (2) The target is healed for 1d6 damage. (3) Power flows out from the caster like a flood and all alies take 1d4 daage within 20 feet.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11Lost. Failure
12-13You punch in to the target and do 1d6 damage
14-17You punch in to the target and do 1d8 damage
18-19You punch in to the target and do 2d6 damage
20-23You punch in to the target and do 2d8 damage
24-27You punch in to the target and do 2d10 damage
28-29You punch in to the target and do 3d10 damage
30-31You punch in to the target and do 3d12 damage
32+You punch into the target and utterly obliterate the target from existence. It’s soul is rendered to pieces by this attack as well.

Daily Punch 10-2-23 Grab mighty deed for DCC RPG

I just want to grap and guy and shove him to the ground!

Grab
When you have a weapon in one had ad a free hand, you can attempt to grab a foe as you smash them with a weapon
Deed DieGrab Result
3You deal damage as normal, but may attempt a separate grapple attempt
4You deal damage as normal, and automatially grab any small foe. You may attemp a seperate grapple attempt on any other sized foe
5You deal damage as normal, and automatially grab any human sided foe foe, and pin a smaller foe. You may attemp a seperate grapple attempt on any other sized foe
6You deal damage as normal, and automatially grab any foe double your size. You automatticaly pin a human sized or small sized foe. You may attemp a seperate grapple attempt on any other sized foe
7+You deal damage as normal, and automatially grab any foe up to quadrouble your size. You automatticaly pin a foe double your size or smaller. You may attemp a seperate grapple attempt on any other sized foe
Thoughts?

Daily Punch 9-21-23 Animate Skeletons spell for DCC RPG

Let’s reach some hearts.. and minds!

Animate Skeletons

Level: 1 Range: 20’ Duration: Varies Casting time: 1 action Save: Fort vs. check

General The psychic throws a bolt of blinding pain into the brain of a foe.

Manifestation Roll 1d4: (1) the wizard’s hands become black for an hour; (2) the wizard’s body glows black; (3) the areas where the spell is cast begins to sell of rot; (4) rattles of bones echoes around the caster

Corruption Roll 1d8: (1) skin on caster’s hands withers and dries out to give him a skeletal appearance; (2)rot begins to appear on the casters body; (3) caster’s hands permanently glows with a sickly black aura; (4) the caster hears rattling bones around him; (5-6) minor corruption; (7) major corruption; (8) greater corruption.

Misfire Roll 1d3: (1) a dead creature returns to life with an evil spirit in its body ; (2) a 2d8 HD skeleton attacks the caster; (3) the bones around the target explode causing 2d6 damage everyone in a 20 foot area..

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)

corruption; (3) patron taint (or corruption if no patron); (4+) misfire.

2-11 Lost. Failure.

12-14The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 1 hour.

15-19 The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 1 hour.

20-22 The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 3 hour.

23-26 The caster summons one skeleton of up to 4 HD, two skeletons of 2 HD, or up to four skeletons of 1 HD. The skeleton take half damage from piercing and slashing weapons remain for 8 hour.

27-31 The caster summons one skeleton of up to 8 HD, two skeletons of up to 4 HD, four skeletons of 2 HD, or up to eight skeletons of 1 HD. The skeleton take half damage from piercing and slashing weapons remain for 1 day.

32 The caster summons a horde of skeletons. The total hit dice must be 50 HD or less. The horde half damage from piercing and slashing weapons and remains for up to a week.

Thoughts?

Daily Punch 9-13-23 Mind Break spell for DCC RPG

Let’s reach some hearts.. and minds!

Break Mind

Level: 1 Range: 40’ Duration: Varies Casting time: 1 action Save: Fort vs. check

General The psychic throws a bolt of blinding pain into the brain of a foe.

Manifestation Roll 1d4: (1) the wizard’s head glows purple; (2) the target’s head glows black; (3) the target’s head begins to stink; (4) The wizards head becomes translucent and his brain and nerves are visible.

Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2)rot begins to appear on the casters head; (3) caster’s head permanently glows with a sickly red aura;

(4) the caster hears whispers from the throughs around him; (5-6) minor corruption; (7) major corruption;

(8) greater corruption.

Misfire Roll 1d3: (1) caster bind is blinded by pain and they take 1d4 psychic damage; (2) a random ally of the caster caster hears their thoughts for 1d4 hours; (3) A random creature with in 40’ takes 1d6 psychic damage.

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)

corruption; (3) patron taint (or corruption if no patron); (4+) misfire.

2-11 Lost. Failure.

12-13 The target takes 1d2 points of psychic damage.  A save prevents the damage.

14-17 The target takes 1d4 points of psychic damage and is stunned for one round.  A successful save prevents the target from being stunned.

18-19 The target takes 1d8 points of psychic damage and is stunned for 1d3 rounds.  A save prevents the target from being stunned.

20-23 The target takes 1d12 points of psychic damage and is stunned for 2d3 rounds.  A save prevents the target from being stunned.

24-27 The target takes 2d8 points of psychic damage and is stunned for 2d6 rounds.  A save prevents the target from being stunned.

.28-29 The target takes 3d8 points of psychic damage and is stunned for 2d8 rounds.  A save prevents the target from being stunned.

30-31 The target takes 4d8 points of psychic damage and is stunned for 2d10 rounds.  A save prevents the target from being stunned.

32+ The target’s head explodes and they instantly die.  A save results in them taking 5d8 points of psyched damage instead.

Thoughts?

Daily Punch 8-23-23 Healing Strike cleric spell for DCC RPG

I want to swing a sword and heal a friend. Can we do both….

Healing Strike
Level: 1 Range: touch Duration: instantaneous Casting time: 1 action Save: N/A
General The cleric swings his divine weapon at a foe and with one swift motion lays his hands upon a friend to save his life
Manifestation Roll 1d3: (1) Light surrounds the clerics weapons and hands; (2) The foe is surrounded by darkness and the ally is engulfed in light; (3) holy music surrounds the cleric out to 30 feet.
1 The cleric heals the enemy 1d8 hit points, attack friend using d10, and disapproval.

2–11 Failure.
12-13 The cleric may heal a friend for 1d3 hit points and make a melee strike at a foe using a d10.
14-17 The cleric may heal a friend for 1d4 hit points and make a melee strike at a foe using a d12.
18-19 The cleric may heal a friend for 1d6 hit points and make a melee strike at a foe using a d14.
20-23 The cleric may heal a friend for 1d8 hit points and make a melee strike at a foe using a d16.
24-27 The cleric may heal a friend for 1d10 hit points and make a melee strike at a foe using a d20.
28-29 The cleric may heal a friend for 1d12 hit points and make a melee strike at a foe using a d20.
30-31 The cleric may heal a friend for 4d4 hit points and make a melee strike at a foe using a d20.
32+ The cleric may heal a friend for 6d4 hit points and make a melee strike at a foe using a d24.

Ring Side Report- RPG Review of Space Station M – Monster Manual Zines for 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets

Product– Space Station M – Monster Manual Zines for 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets

System- 5e, DCC RPG, SURVIVE THIS!!, and System Neutral rulesets

Producer– Bloat Games

Price– $10.00 here https://www.drivethrurpg.com/product/434966/Space-Station-M–Monster-Manual-Zines-for-5e-DCC-RPG-SURVIVE-THIS-and-System-Neutral-rulesets?src=hottest_filtered&affiliate_id=658618 

TL; DR-Solid retro player toys and monsters 97%

Basics– Time to fire the cold beam and then fire some missiles!  Space Station M is a love letter to Metroid video games, being both a monster manual and an armory with art and creature breakdowns for all the classic monsters you find in almost every Metroid game.

Mechanics or Crunch– This book gives you the crunch of Metroid!  You have the monsters you expect and they do the things you think they should do.  I didn’t feel anything was broken or game breaking in either the foes you face or the toys they drop when they die.  I am impressed that this is both the monster manual and the treasure vault for these in one.  5/5

Theme or Fluff– If you know what you are getting, you are going to get a solid product.  This is NOT an adventure.  It’s monsters.  If you expect a story you can play through, you will have a bad time.  But, the book says that explicitly, so it’s not a trick on their part.  What is here is solid, and the monsters feel like they should.  The equipment is almost everything you would expect, but I miss the grapple beam and the ball power ups.  4.75/5

Execution– PDF? Yep.  Hyperlinked?  No….. Solid Art?  Yep.  Good layout? Yes.  Overall these are a solid books with good art, layout, and a fun art style.  The things that I miss are hyperlinks and maybe pictures for all the equipment.  Nothing is horrible and it’s a perfectly good product, but I’ve grown to expect hyperlinks.  4.75/5

Summary– This is a solid product, if you know what you are getting.  I thought there would be an adventure.  That is completely on me.  It makes no claim to that.  Once I got over that, I saw the product for what it is:  solid, retro game vibes and modern mechanics for my favorite sci-fi franchise.  I’d like a few more toys and hyperlinks, but you will enjoy this if you want monsters and items to throw into your 5e, Survive This, and DCC/MCC games.  97%

Ring Side Report- RPG Review of Dungeon Crawl Classics Dying Earth #1: The Laughing Idol of Lar-Shann

Product– Dungeon Crawl Classics Dying Earth #1: The Laughing Idol of Lar-Shann

System- DCC RPG

Producer– Goodman Games

Price– $7 here https://www.drivethrurpg.com/product/393055/Dungeon-Crawl-Classics-Dying-Earth-1-The-Laughing-Idol-of-LarShan?affiliate_id=658618  

TL; DR-Solid adventure with a bit of crazy ending. 97%

Basics–  Who wants a drink?  Drawn to a small town where a particularly special liquor is made, you find a massive idol barking orders.  Can you find the liquor before the idol counts down to… something?

Mechanics or Crunch– Ah first level Goodman Game scenarios!  These guys know their mechanics, so everything is solidly done with the right amount of random and fun monsters to fight.  My players and I all had a blast killing monsters, searching, and finding the secrets of the idol.  5/5

Theme or Fluff– Overall this is fun, but I feel the ending gets a bit off.  There are a ton of fun in this  adventure and has some crazy turns that are just perfect for the Dying Earth.  There is one problem with the adventure.  I won’t spoil anything, but I feel like one enemy would not attack the players at the end.  That said, if you run it how you want, it won’t be a problem!.  4.5/5

Execution– PDF? Yep.  Hyperlinked?  Yep. Solid Art?  Yep.  Good layout? Yep!  This is what I expect from a Goodman Games adventure.  Solid work Goodman games!   5/5

Summary–  Ah crazy Dying Earth fun.  This with all the other adventures makes me want to read more Vance.  I love the crunch and the design, but I have a few issues with the ending.  That said, you write your own story as the Judge, so fix it on the fly!  This is a solid adventure that I loved, and I think you will too!  97%

Daily Punch 5-17-23 Curse cleric spell for DCC RPG

Time to make some people pay!

Level 1 Cleric Spell

Level 1 Cleric Spell

Curse

Level: 1 Range: Touch Duration: 1 turn or more Casting time: 1 action Sava: Will

General The cleric asks their god to bestow a horrible curse upon the enemy causing the enemy to fail actions or other misfortunes.

Manifestation Roll 1d4: (1) foul purple light surround the target; (2)the area around the target dims; (3)demonic crows smash into the target; (4) discordant music fill the area round the target.

ResultOutcome
1-11Failure
12-13The target has a -1 penalty to all attack rolls for 1 round
14-17The target gains a -1 penalty to all attack rolls for 1 turn
18-19The target gains a -1 penalty to all rolls and last for 1 turn.
20-23The target gains a -2 penalty to all rolls for 1 turn.
24-27The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 5′ gain the same curse while in the area.
30-31The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 10′ gain the same curse while in the area.
32+The target is unmade and removed from the stream of time as it is punished for its sins. Only the favor of another god can restore the target to existence. This may upset other gods and powers and the caster may choose a lower result instead.

Daily Punch 10-12-20 Elf and Halfling racial template for Star Crawl

How about some more racial templates for star crawl?

Elf: Long lived, graceful, and aloof, elves have lived long enough for some of the oldest of them to see elves go from living in forest homes to living among the stars. The other races think them haughty, but honestly you deserve to be better then the rest as you are just better.
Stat Adjustments: Stamina -1, Intelligence +2, Agility +1
Special Abilities: Long-lived(Elves live up to 500 years), Magical ( choose one level one wizard spell that you cast as a wizard of your level)

Halfling: Adorable and short, halflings are the vagabonds of humanity. These small explorers took to the skies like fish to water as they drive space caravans across the stars.
Stat Adjustments: Stamina -1, Ability +2, Personality +1
Special Abilities: Lucky( when you spent a point of luck, you gain +1d4 instead), small( you are small sized)

Thoughts?

Ring Side Report-RPG Review of Dungeon Crawl Classics #94: Neon Knights

Product– Dungeon Crawl Classics #94: Neon Knights

System-DCC RPG

Producer– Goodman Games

Price– $6.99  here https://www.drivethrurpg.com/product/221855/Dungeon-Crawl-Classics-94-Neon-Knights?affiliate_id=658618

TL; DR-Two tastes that don’t quite go together. 78%

Basics-How do we stop a hoard who feels no pain!  Zombies or unfeeling monsters have surrounded the town, and you are called to aid the defence.  But mid-meeting you are whisked away to do the bidding of a wizard.  Can you save the town and stop being a mister fixit on call?

Mechanics or Crunch-This adventure is short!  The major bad guy is the wizard who keeps summoning you.  You can fight the zombies, but the book makes it seem like you will die.  As a DM I would kill you as well.  The tower with the wizard isn’t bad, but he also is pretty much the only thing in it.  It’s a short dungeon with balanced fights, but just not enough of them.  It’s a little too old school as you have to find the fights and the goods here as opposed to them being out in the open for you to pillage and kill.  I didn’t hate it, but it will require you to punch up the adventure to keep your group involved.  4/5

Theme or Fluff-There are not one, but two things for the PCs to face. But, they are tied together.  BUT, only you, the GM, really get that.  The wizard only brings you in when he needs help.  You have to find and explore the place in seven rounds before he sends you back.  The zombies are ok, but why are they here?  I know why because I read the book, but it feels like two different adventures put together.   I didn’t hate this, but even after reveals, my players felt like there were really two adventures here.  Both of the singles are good, but together it’s three Michelen star steak mixed with gold ribbon winning chocolate.  Maybe these two things shouldn’t go together.  3/5

Execution–  PDF?  YEP!  Hyperlinked?  no…That’s honestly my biggest gripe here.  The execution isn’t bad.  I would like clean maps I can show my players without having things marked on the map that they find.  Text read fast and I could play quickly.  It is one of the standard well put together DCC modules I know and love.  4.75/5

Summary-I don’t hate this one, but this might not be the first adventure I show to new players.  I was able to turn this to keeping my players on the purple planet.  It works well that way, but the basic story gets lost in most of the GM fluff.  Not bad, but unless the players work to make friends with their captor, they won’t get it.  The dungeon needs more pieces and stuff to play with in the form of fights or toys.  The presentation is good, but I still want hyperlinks!  Overall, it’s an ok adventure that is maybe a bit too stuffed with disparate things.  78%