Daily Punch 1-7-21 Smack Can tech item for Mutant Crawl Classics RPG

Ok, we need one more system with a can to smack an idiot!

Smack Can
Tech Level: 2 Complexity Modifier: 2
Range: 10’ radius, special
Damage: 6d10 main, 6d6 others
Special: wielder immune
Power: Self
Smack cans are highly compressed depleted uranium cans. A wielder makes a melee attack on someone instead of throwing the can. If it hits, the main target takes damage as above, but then the can explodes and hits all creatures in the area with acid-based damage except the person who swung the can.

Thoughts?

Daily Punch 12-28-20 Santa’s Little Helpers spell for DCC RPG

want to make a Santa patron, so we need some Santa spells!

Santa’s Little Helpers
Level: 2Range 30 feetDuration: 1 nightCasting time: 1 turnSave: N/A
GeneralThe caster brings forth servents of the master to do what must be done!
ManifestationRoll 1d4: 1-The caster stomps his staff and snow forms into the creatures summoned. 2-the caster flicks his wrist and creatures always there step into view. 3-when the caster claps his hands a blizzard springs forth and the creatures step forth. 4-the caster winks and the creatures appear.
CorruptionRoll 1d6: 1-4 minor, 5-6 major
MisfireRoll 1d4:(1)The caster’s mouth fills with sour taste to the point he gains a -4 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones turn to candy and break easly causing double damage for 1d6 rounds. (3) Everything tasts like candy so the caster tries to eat everythign and everyone for 1d4 rounds. (4)The caster must make a DC 10 Fort save or he turns into a cookie gingerbread man for 1d6 rounds. He can move freely as this cookie, but has a 1 for Strengh, Agiligy, and Stamina until the spell ends.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire.
2-11Lost, failure
12-13failure, but the spell is not lost.
14-15You summon forth a 1HD elven creature. this creature has a bonus to crafting things, climbing, and hiding equal to 1/4 your spell check result. these creatures follow you commands to the best of their ability. They build anything you want in 1/4 the time it normally takes.
16-19You summon forth 2d4 elven creatures as described below.
20-23You summon forth a 3HD flying reindeer.
24-30You summon forth eight 4HD flying reindeer and a sleigh. the sleigh is large enough to accommodate seven regular humanoids. the sleigh also comes with one elven creature as described below. all follow your commands. While at rhe helm of the sleigh, you see through all darkness and storms, noth magical and mundane.
31+You summon forth one 16 HD demon. this demon carries a cage and a whip. it is immune to fire and cold. ot can also teleport from darkness to darkness. It gains one step up the dice chain for any action against a creature that has performed an evil act in the last week.

Daily Punch 12-21-20 Candy Crush Spell for DCC RPG

DCC needs a Santa Claus patron. Let’s work on that! First, some spells for that patron.

Candry Crush
Level: 1Range SelfDuration: 1 round per CLCasting time: 1 actionSave: N/A
GeneralThe caster crushes a piece of candy and gains powers based on his control of the candy!
ManifestationRoll 1d4: 1-The caster unraps a piece of candy and eats it; (2)the caster crushes a piece and blows it into the wind; (3) The caster swips into the air and glowing pieces of candy flash before everyone; (4) The caster reaches into the air and from between joined hands pulls a glowing candy cane out and waves it like a wand
CorruptionRoll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) streaks like candy canes appear on the caster’s body. (3) the caster gains pieces of candy imbedded in their skin. (4)the caster’s food turns into candy corn
MisfireRoll 1d4:(1)The caster’s mouth fills with sour taste to the point he gains a -4 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones turn to candy and break easily causing double damage for 1d6 rounds. (3) Everything tastes like candy so the caster tries to eat everything and everyone for 1d4 rounds. (4)The caster must make a DC 10 Fort save or he turns into a cookie gingerbread man for 1d6 rounds. He can move freely as this cookie, but has a 1 for Strength, Agility, and Stamina until the spell ends.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
2-11Lost, failure
12-13You shot a piece of candy at an enemy doing 1d4 points of damage. No save
14-17You summon forth a sword made of pure candy cane. the sword does 1d6 + intelligence modifier damage upon a hit and counts as magic. Any damaged tissue is turned to candy and can only be healed by magic. You may choose a lower result if you so choose.
18-19Throw three pieces of candy each doing 1d8 points of damage to a target. No save. You may choose a lower result if you so choose.
20-23You or someone of your choosing within 30 feet gain the armor of the candy knight. You gain plate armor with an additional +4 bonus to AC. You may choose a lower result if you so choose.
24-27You target one enemy you can see and they crush from the outside in like the candy between your fingers. The target takes 2d24 crushing damage. This damage my only be healed via magic. If the enemy dies from this damage, it explodes into candy. You may choose a lower result if you so choose.
28-31You or another ally becomes the candy knight. Gain plate armor with a +4 extra bonus as well as the candy sword that does 1d8 damage that can only be healed via magic as the wound turns to candy. You are also immune to any fire damage as you no longer melt in any hand. You can choose a lower result if you so choose.
32+Choose a target in range with less than 60 HP total. That target instantly explodes into hundreds of pieces of candy

Ring Side Report-RPG Review of Sinking the Stercorarius, The Salty Funnel 0 Level Adventure

Product– Sinking the Stercorarius, The Salty Funnel 0 Level Adventure

System- DCC RPG

Producer– 2 Old Guys Games

Price– $10.00 here https://www.drivethrurpg.com/product/318718/Sinking-the-Stercorarius-The-Salty-Funnel-0-Level-Adventure?affiliate_id=658618

TL; DR–  Another great funnel, but now at sea!  93%

Basics– SOMETHING TOUCHED MY LEG!  Your band of rag tag….honestly level zero losers has to survive a ship flooding but wait!  There is a mysterious island on the horizon.  What could be there?  Time for another level zero funnel!  No spoilers for the fun secrets of why the ship sank or what’s to be found on the island in this review.

Mechanics or Crunch-I love the crunch of the DCC level zero.  Lots of death whittles characters away until you get a character with its mettle tested.  This adventure is no exception as characters die on ship, in the water, and on the mysterious island.  Not only that; there is a ton of new content, from crazy weapons to new toys for the players and Judge.  This adventure has a ton of new material that any DCC fan will love. 5/5

Theme or Fluff-This story is a fun one, but has a bit of trouble with the final touchdown.  The story is great up to the point of why you explore the island.  The basics are to get off the ship and survive.  From there the adventure is basically up to the GM.  The players are not given a goal aside from what the Judge gives them.  The adventure gives you tools to make it happen, but it’s up to you.  The judge given free reign isn’t bad, but I would like a bit more direction for the judge.   4.5/5

Execution–  PDF?  YEP!  Hyperlinked? Yes! This is solidly DCC.  The art, the layout, and the text are all great DCC standards.  This is exactly what I want from a DCC module.  My one complaint is I wish this would be the retail price.  I did the kickstarter for $10 which came with the extra materials.  This doesn’t come with the extra stuff, so the price is a tad high for what you get.  Overall, a solidly produced adventure for DCC RPG.    4.5/5

Summary-Yar!  Time for a funnel at sea!  I like this funnel.  There are never enough funnels, so more is always better.  This stands out by providing a lot of fun toys for the Judge and players to have after the adventure as well as a fun location to play in.  It’s a bit pricey for what you get and it is a tad open ended without a clear goal for me, but those small things aside, it’s a great adventure.  If you need a funnel that your players have not seen, this is a solid new adventure they will enjoy.  93%

Daily Punch 10-7-20 Dwarf racial template for Star Crawl/DCC RPG

Why not bring the old races back!

Dwarf: Short, built, and hardy, dwarves are the bedrock of any group they are part of. Haling from under the earth, they find the transition to space hard, but fit in well into spaceships where a crew might not see open sky for months at a time.
Stat Adjustments: Stamina +2
Special Abilities: Burly(add 1/2 Level (minimum +1) to Fortitude Saves)

Thoughts?

Ring Side Report-RPG Review of Star Crawl

Product– Star Crawl

System- DCC RPG

Producer– Tuesday Night Fiend Club

Price– $10.00 here https://www.drivethrurpg.com/product/254637/Star-Crawl?affiliate_id=658618

TL; DR– DCC Starfinder!  88%

Basics– Need some space in your DCC RPG?  Want to play Starfinder and DCC?  Then Star Crawl is for you.  Let’s see what the new things are from DCC RPG.

Basics-Can you play DCC RPG?  Then you can play this.  Honestly that’s the big mechanics of this.  Seriously!  That’s not a bad thing.

Races-  Star Crawl introduces race templates.  You choose a race template that you add to a character at level 1 or 0.  It’s a few ability changes and a few extra abilities.  Nothing too crazy, but some solid additional crunch to the system.

Space ships-  You can’t have space opera without space ships.  This system adds in space much like Starfinder.  Basically, pilot checks determine who goes from low to high as you outmaneuver other ships.  It’s simple to keep in the flavor of DCCRPG.

This is’t a complete change so much as an incremental change.  Let’s look at my thoughts on this.

Mechanics or Crunch-This is both the high point and the low point of the book.  Why high?  The new stuff is great!  I love what’s here. Solid new classes.  Solid application of the basic ideas of DCC RPG.  Solid new races.  Everything here is great.  Why low?  It didn’t feel like enough. I want more spaceships.  I want  more space options.  It’s kind of a short book.  It was great, but I was just left wishing for more to help me build my space world. 

4.25/5

Theme or Fluff-I was looking for some Star Wars DCC RPG, and this delivers.  You get new settings to play, and the fluff to get there.  What I do need more of is world building.  It’s a solid intro book with the basic ideas of the universe, but I need more.  The included adventure builds that out, but I would have liked a bit more history, background, and details to draw me in and help me make it my own.  4.5/5

Execution–  PDF?  YEP!  Hyperlinked?  no…I can live without the hyperlinks, but they help, especially for an intro book.  The rest of the book is well done.  The art is simple, but charming.  The layout works well.  It reads easily, and is approachable.  Overall, this is a solid book, but I still want a few more tech toys.  4.5/5

Summary– My players and I are chomping at the bit to get into this.  I like this book and world.  The mechanics are good, but I need more toys for the sandbox.  The world is solid, but needs more to help me build and expand.  All in all,  for a small publisher, this is an amazing book that I really recommend to anyone who needs a bit more scifi in their fantasy.  If you want some space fun, throw your DCC RPG players into this space opera. 88%

Daily Punch 10-6-20 Gas Creature Race template for DCCRPG/Star Crawl

Reading Star Crawl, and I thought about this as I went through the race section.

Gas Creature: Some creatures are not beheld to a body. They exist as a creature of pure thought and molecules. These intelligent gasses are far harder to hurt then the simple protein based bodies of their kin, but lack the physical form to do much heavy lifting.
Stat Adjustments: Strength -2; Intelligence +2; Hit Die -1 Step (min d4)
Special Abilities: Gas Form (physical damage is reduced to minimum for all attacks), Space farer(does not need space suit in areas of no oxygen and is not harmed by environmental extreme cold or hot but take normal elemental damage from weapon, attack, or spell)

Thoughts?

Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?

 

Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Titles
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4

 

Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6

 

Hit points: A heavenly hitman gains 1d6 hit points at each level.

 

Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.

 

Magic: A heavenly hitman cast spells as a cleric.

 

Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.

 

Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.

 

Luck: A heavenly hitman adds their Luck modifier to their backstab damage.

 

Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

Thoughts?

Daily Punch 4-13-20 Priest of the Old Father class for DCC RPG

I want a cleric elf!  Let’s make a Cleric Elf for DCC RPG!

 

Priest of the Old Father

 

Elves are the children of the oldest father.  Some elves choose to revere this father and channel his glory to the lesser races.  Those sad children will learn the glory of your father, even if they can never be as amazing as you will be.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 1 1d8/III 1d20 3 1 1 0 1
2 1 1d8/III 1d20 4 1 1 0 1
3 2 1d10/III 1d20 5 2 1 1 1
4 2 1d10/III 1d20 6 2 2 1 2
5 3 1d12/III 1d20 7 3 2 1 2
6 3 1d12/III 1d20+1d14 8 3 2 2 2
7 4 1d14/III 1d20+1d16 9 4 3 2 3
8 4 1d14IIII 1d20+1d20 10 4 3 2 3
9 5 1d16/III 1d20+1d20 12 5 3 3 3
10 5 1d16/III 1d20+1d20 14 5 4 3 4
Titles
Level Title (all alignments)
1 Child of the of the father 
2 Grove Guardian
3 Forest VIcar
4 Bosk Bishop
5 Fey Father /Mother

 

Hit points: A Priest of the Old Father gains 1d8 hit points at each level.

 

Weapon training: Priest of the Old Father trained in the use of the dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword. Like all elves, priests of the old father often wear armor of mithril, even though it affects their spellcasting.

 

Alignment: Priest of the old father tend to follow the father himself and therefore are often chaotic.

 

Magic: A priest of the old father cast spells as a cleric.

 

Lay on hands: Priest of the old gather as a cleric with the following exception.  All elves are treated as if they were the same alignment as the priest of the old father while all other races are healed as if they had the opposed alignment.

 

Supernatural patrons: Like wizards, elves can invoke supernatural patrons. An priest of the old father automatically receives the spells patron bond and invoke patron at 1st level in addition to his other spells.  This MUST be used for the king of elfland.

 

Infravision: An elf can see in the dark up to 60’.

 

Immunities: Elves are immune to magical sleep and paralysis.

 

Vulnerabilities: Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact.

 

Heightened Senses: Elves are astute and observant. All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret

door, elves are entitled to a check to detect it. 

 

Luck: A priest of the old father adds their Luck modifier to their invoke patron and patron bond checks.

 

Languages: At 1st-level, a priest of the old father automatically knows Common, the elven racial language, and one other language. An elf knows one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L.

 

Action dice: An elf’s action dice can be used for attacks or spell checks at any level.

 

 

Thoughts?

Daily Punch 4-10-20 Rune Sage class for DCC RPG

How about another magic user?

 

Rune Sage

 

Dwarves long ago discovered magic, but chose to not channel the magic through themselves but into the very rock that bore them.  The Rune Sages are the children of these first conjurers. Rune sages spend time tracing magic into an item allowing others to use that magic for a price.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Runes Cast Max Spell Level Ref Fort Will
1 +d2 1d8/I 1d20 2 2 1 0 1 1
2 +d3 1d10/I 1d20 3 2 1 0 1 1
3 +d4 1d12/I 1d20 3 3 1 1 2 2
4 +d5 1d14/I 1d20 4 3 2 1 2 2
5 +d6 1d16/I 1d20 4 3 2 2 2 2
6 +d7 1d20/I 1d20+1d14 4 4 3 2 3 3
7 +d8 1d24/I 1d20+1d16 5 4 3 2 3 3
8 +d10 1d24/I 1d20+1d20 5 5 4 2 4 4
9 +d10+1 1d24/I 1d20+1d20+1d14 6 6 4 3 4 4
10 +d10+2 1d30/I 1d20+1d20+1d14 7 6 5 3 5 5
Titles
Level Title (all alignments)
1 Runic Carver
2 Earth Enchanter
3 Slag Sorcerer
4 Ore occultist
5 Magma Magus

 

Hit points: A thief gains 1d8 hit points at each level.

 

Weapon training: Rune sages are and will always be dwarves using a weapon and shield as their forefathers did before them. Like a dwarf, a rune sage is trained in the use of these melee weapons: battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two handed sword, and warhammer as well as being trained in missile fire weapons: crossbow, javelin, shortbow, and sling. Rune sages are a wall for their people wearing the strongest and heaviest armor they can afford.

 

Alignment: Rune sages are the children of dwarves and magic rock.  They follow the law of stone and never deviate from that order in the world.  Most rune sages tend to be lawful.

 

Magic: A rune sage cast spells as a wizard with a key difference.  At 1st level a spell thief determines 2 spells that he knows. To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.  A rune sage may spell burn as a wizard to increase this number, but this is done at the time of casting. The spell is then carved into an object taking 1 minute per spell level using the effects based on the rune sages roll upon time of casting.  The magic persists in the object for a number of days equal to the spell level. A rune sage may only have as many runes carved at a time as his rune cast number. If another spell is cast, then the oldest rune immediately triggers upon completion of the new spell.

 

Rune: The spells carved by a rune sage can be passed to anyone.  On their turn, a character can use the run as their action but that character must spellburn one point minimum to cast the spell if that character is not the rune sage who made the rune by cutting themselves and using blood to fuel the spell.  If another character is using the rune, that character can spell burn additional points to increase the previously determined result.

 

Sword and Stone.  A rune sage may trigger one spell they had previously cast as part of their action if their attack if their attack die is a 3 or better.  They may only trigger one spell per turn in this way.

 

Infravision: A rune sage can see in the dark up to 60’.

 

Slow: A rune sage has a base movement speed of 20’, as opposed to 30’ for humans

 

Language: A rune sage automatically knows dwarven at first level

 

Luck: A rune sage Luck modifier applies to their AC.

 

Action Die:  A rune sage always uses action die to attack.  Additional action die allow for additional attacks.