Showing posts with label GLoG. Show all posts
Showing posts with label GLoG. Show all posts

The Leaper

Every Table has that one friend who wants to play, and we want them to play, but their awful schedule makes committing to anything nearly impossible. I'm currently that friend and because of that I've been fascinated with the idea of a class based around not always being able to make it. Something that can keep up with the other classes, even if it's been a while. Technically, yes, that's all of them, but new features are fun to get and the lethality of the system can make it hard get anyway after too many missed sessions.

Originally the idea centered around abilities powered by how many sessions you've missed. I'm still taken with the idea, but after some late night sci-fi, I went in a different direction. One where your "not knowing the plot" or "not having a clue about the current situation" is a feature. 

It's geared towards usage in Some Weird Sin, but there shouldn't be any actual hindrance in using it in another GLoG rule set or setting. It might get a little Mary Sue-ish, but c'mon, your friend can't make it often, and also there's the high lethality again.


The Leaper

Not a Batroc sort of leaper, mind you. More the Sam Beckett sort. Or Ben Song. (It was a decent follow up series and you fucking know it. Other than their pure cowardice at not continuing the outrageous future fashion trends.) 

You're someone from the future who has, for some reason or another, chosen to travel back in time, only to find out you have no actual control of where and when you're going. Also, instead of traveling through space, you seem to be traveling through aura - that is replacing the physicality of a person with your own, while wearing their aura and thus looking like them. That might sound weird, or unscientific, but you were foolish enough to step into an untested time travel machine. So, glass houses.

There's only one level to the Template as it's intended to grow in breath rather than depth. Delta templates still affect you, however.

Starting Gear: None

A. Quantum Replacement, Upgrade Points, Holographic Companion, Holographic Interface, Super Computer

Quantum Replacement

You jump into the initial scene of the current game session, physically replacing an NPC, but keeping their aura attached to you. Mechanically, this means you look like them, but carry your own stats with you from session to session. While you exist in their place, the NPC is in the future with your aura, kept sedated in a medical bay. Should you die while replacing them, they are forever trapped in the future. 

Additionally, this also means you don't have starting gear, or any gear, other than what the NPC had on them. 

Upgrade Points

You don't have the standard XP progress everyone else has. Instead, your Conviction is replaced with a goal related to the person you've replaced, often revealed by the Companion a moment or two after getting your bearings. Completing this goal nets you an Upgrade Point, which is spent on 'purchasing' Features of the Super Computer, which in turn adjust your abilities. Explain it however you feel most comfortable. Use the word "quantum" a lot.

Holographic Companion 

You've a Holographic Companion that only you can see and hear. Transmitted from the future through quantum signaling brainwave transmission bullshit, they're also able to see and hear your general surroundings, but not physically interact with them, or you. (Though sometimes they can sit or lean on unattended surfaces? It's not very clear). They serve as your connection between the present and the future, able to communicate with the rest of the support staff. Note, though, that while they are genuinely concerned for your safety, they have their own life they also have to attend to and may not be experiencing time in the same order or rate as you.

Holographic Interface 

In the future there exists a Holographic Imaging Chamber which allows your Companion to communicate with you, and see what you see. Through a series of technobabble that you didn't pay attention to, the Imaging Chamber is able to adjust your visual and audio experience based on the assorted abilities of the Super Computer. I'm going to call this an Overlay Attempt and doing so requires a 1d6 roll on your part, dealing 1 point of Fatigue damage on a 3+.

Super Computer 

The project operates on such a scale of unfathomable probabilities that normal computers, even future computers, aren't able to handle the calculation load. Luckily, there exists a multi-story, multi-room super computer covered in aesthetic lighting and containing more qubits than grains of sand on a beach. Also, maybe your DNA for some reason? It needs its own fusion reactor to meet it's computation needs. 

Features

Language Databases
Every point in this feature gains you access to an additional Language. Your Companion will slowly interpret or translate for you, potentially making things awkward. An Overlay Attempt is needed in order to speak said language.

Location Lookup
Every point in this feature improves the Super Computer's chances (x-in-6) of being able to locate a particular person at the current moment. Cycling through related camera feeds from the past takes a few moments, though, so be patient. An Overlay Attempt generates a visual trail to their location, allowing them to be followed if on the move.

Password Database
For each point placed in this feature, there's an X-in-6 chance the Super Computer can estimate the password for a given system. 

Signal Detection
Through better aligning with your biological neural network residual frequency and...uh...aura, the Super Computer is able to detect potential radio signals to decode and playback, given an Overlay Attempt. 

Skill Databases
Every point placed in this feature gains you access to an additional Skill. Well, not you, but the Super Computer. But, you can ask questions of it as you would normal Skill you had OR with an Overlay Attempt, you can physically use the skill as if you knew it yourself by following the training dummy only you can see.

Visual Augment
For each point put in this feature, the Super Computer is able to analyze an additional light frequency and display it over your vision with an Overlay Attempt. Frequencies include: Magnetic, infrared, x-ray, ultraviolet, radiation, light-to-dark, and dark-to-light. Only one may be accessed at a time and each change requires a new roll.

Additionals

Evil Leaper
Evil assholes from your future's future, trying to stop you from doing something you'll probably do in the future. Real jackasses. Because both of you exist within the holographic quantum display interface relay thing, you're able to see past the aura they wear to their real self underneath. I'm saying that you'll be able to actually be able to see them, and them you, rather than each seeing the person replaced. So you'll know 'em when you see 'em.

The Final Leap.
Finally got a decent schedule you can commit to and looking to get back to a normal template? Go on, then, cash out and send your Leaper on one final leap (they never make it home). Afterwards, take the number of Update Points you have, multiply them by 100, then us that much in Cred when making a new character.

<sidebar>
It just occurred to me that all this time I've assumed "Dr. Sam Beckett never returned home" meant he was still out there, continuing to leap and help people. It could just as easily be that, without Al's help, he screwed up the very next leap on his own and is dead, somewhere back there in the past. Like all those forgotten Cosmonauts.
</sidebar>

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Clerics

Clerics. Everyone's got their own version of the class and this one is mine. I've seen a bunch that use a d8 for casting, some using d6, and some using words. These are all fine, but they don't seem entirely correct to me. Chewing on the thought, I think it may be because being a cleric (or related modern nonsense) is to give up of yourself in the service of others, but the casting rules for the various versions are all caster centric. Maybe I'm off the mark, but at least a conviction based caster came out of it. 

Strangely it arose from the same line of research that led to the AI as angels idea. Also a Summoner class I haven't fully nailed down. But nevermind that. 


Cleric

Starting Skills: 1) Religion, 2) Herbalism, 3) Brewing
Starting Equipment: Holy Symbol, Holy Vestments, Holy Scripture

A. Tenets of Faith, Divine Casting
B. Ceremonies
C. Divine Guidance
D. Seek Audience 


Tenets of Faith
Replace your Convictions with the tenets of your God. You work for them now. Also, you may have as many Conviction points as you have Cleric templates. These'll be used for your Divine Casting. 

Break the Tenets, lose your casting and extended Conviction pool. These can probably be restored through a quest. These things always are. 

Divine Casting
As an ex-preacher, let me state plainly: Prayer is just second hand spells and religious ceremonies are just rebranded magic rituals. I ain't being edgy, that's just how it is. With that in mind you get a bit of spell casting ability through prayers to your god. However, you yourself are not casting the spells, but rather the god is casting them for you. Trouble is gods ain't like you or me, they're basically bound to their shtick. Where we can know a little about First Aid and Auto Mechanicing, a god of Healing ain't gonna know the first thing about an engine and a god of cars won't know how to repair that weird meat chassis of yours. 

What this means mechanically is that a god will have a Purview (which will be defined) and a Domain (which will be vaguely implied). Prayers casted in the Purview are automatically 6's. Prayers casted in a Domain are automatically 4's. Prayers not in either of this are automatically 1's. Luckily, you're immune to miscast. 

Prayers in the Purview are ones the god "definitely does" where as Domain prayers are the "yeah, sort of, I guess" type. A god of the Forest would definitely "Speak with Animal" or "Find Water" as those are definitely forest related things. A god of the Forest might, probably "Heal" because a forest is a place of growth, but also if your hurt and fall in the forest, it will consume you. Forests don't give a shit. What a god of the Forest won't do is produce a "Fireball" as fire is a forest destroyer. 

Any god with multiple accreditations (ex, god of love and thunder) has multiple Purviews, as each template in Godhood gets you a Purview

While you, yourself, don't have any Magic Die to put towards said prayers, you essentially buy them at 1 Conviction point/MD. They immediately become the relevant above result. So in the above example 1 Conviction point buys you the same result as rolling a 6 on the MD would for Speak with Animal, a 4 for Heal, or a puny 1 damage fireball of fizzled flames. 

Ceremonies
Stolen straight from Arnold K.  Because they are cool. 

Each one takes 2 hours. 

  • Union – People are bonded. If your partner would take physical damage while you are beside them, you can choose to take half of it. If one dies, the others loses 500XP.
  • Funeral – The dead are honored. Everyone gains XP equal to 50% of the deceased's total XP. (So if a PC with 3000 XP died, each of the three surviving PCs will get +500 XP at the end of the session.) This transfer only works from player characters, to player characters.
  • Sermon – You can implant a suggestion in all Neutral and Friendly attendees.  Make a single roll for each (roughly) homogenous group/demographic.  You still need to get people to sit through a 2 hour sermon, and most people are not well-disposed towards religions other than their own.

Divine Guidance
Wizards have to call their familiars and make a contract that will ultimately bring their down fall. Clerics, though, are preapproved and get assigned a companion that will actually try to help them in the form of a lesser angel. Careful through, while familiars vaguely look like animals, angels just outright look like weird shit. Does not count against follower limit. 

Seek Audience
Usually, whenever a cleric and their god have a palaver, it was the god who done the initiating. However, with this power, by getting the GM a beer, the cleric and present PCs, are granted an audience with the god in question. Whether they'll be pleased to see you is another story. Usable once per adventure and lasts for as long as the beer lasts, or until you anger the god. 


Example 

(directly stolen from Branson Reese, because I needed a quick example and I refuse to learn what a "Pelor" is)
Purview: Vacation

Tenets
  1. “It’s 5 o'clock everywhere.”
  2. “We’re here for a good time, not a long time.”
  3. “There is no rule number three.”
  4. “Changes in latitude, changes in attitude.”
  5. “Hell, could be my fault.”

The Tenets take place of your Conviction, so when you get in trouble for following "Hell, could be my fault" you gain a point of Conviction. Which can then be used to power prayers. 

Purview prayers would be along the lines of Comprehend Languages (for understanding locals), Endure Elements (in case you forget the sunscreen), Unseen Bellhop, and Summon Alcohol. Domains would be along the lines of Summon Mount (gotta get there some how), Heal (for the bad sunburn), and Cure Poison (for the bad tummy). Prayers outside of these would be any of the fairly aggressive sort: Fireball, Magic Missile, Acid, etc. When in doubt, talk with your GM. 

Eventually, Danny will send a weird ass, biblically correct flamingo with far too many eyes and wings to assist you in your day to day adventuring and vacationing. Get on good enough graces with him, and that "drop by anytime to use the pool" becomes more than just a pleasantry (once you get the GM a beer, of course). 




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Some Weird Sin

 

After months of playtesting, and a short campaign that got...weird, it's finally here: The update no one asked for. 

Some Weird Sin

(CyberGLoG Mk 2) 


Download it here


Notable Changes Include:

  • A useless guide for new players
  • New Class: Investigator and People's Champion 
  • Dreaming Real is now an Augment instead of a template.
  • Grizzled Cop has been cut 
  • System has switched from simple Weapons and Armor to Gear Porn. (I'm certain the players hate me) 
  • Whole mess of Augments have been added. 
  • Hacker has been named "Console Jockey", Programs have been renamed "Warez", and additional information has been given for both. 
  • Hacking system!
  • Programming system! 
  • Whole mess of Warez added. 
  • Drug system got filled out. 

My Favorite Part

An SRD has also been created. This'll allow me to get my grubby little hands on it whenever I need it, without worrying about which of my devices has the document on it. It also allows me to add information in a quicker fashion than updating a PDF for release. Also a search function. Nice. 

New material will still get posted here, but then will eventually get integrated into the SRD as time allows. GoblinBright, Bastards & Bystanders, Thunderbirds and Energy Weapons - all will go straight to the SRD, with PDF generation whenever. 

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Skrew Korps

What do you get when you jam the Military Industrial complex together with mindless Hollywood entertainment and force feed it to a culture that fetishizes technology, and is so degenerate and jaded to violence they actually see it as a form of entertainment?

 Skrew Korps! *

Follow the war crimes thrilling adventures of psychopaths bold heroes as they invade countries for oil protect freedom around the world! Having insanely agreed to remove their brains from their healthy bodies been severely injured in combat by cowardly enemy forces and installed into life saving devices, the Skrew Korps travel the world overthrowing democratically elected governments at the behest of corporations righting wrongs and saving the day! Watch every Thursday at 9:30, after Family Pharmaceutical Challenge, only on CIA-TV!

Alright, what the damn hell did I just write?

Skrew Korps! is that horror produced when military field operations meet live documentary. Think "Parks and Rec," but with war criminals (besides Chris Pratt) and real. Named after an old comic book, the team is formed of four special operatives, along with their robotic mascot, who are effectively brains in jars, each one capable of interfacing with special machines and robotic bodies to assist in field operations. 

New Augment: Brain Case
(might also be called "Brain Box" depending on how my attention waxes and wanes) 
The user's brain is encased in a protective case, much like the recorder in an aircraft. Should the user's body - organic or mechanical - be killed or destroyed, the case is ejected to a safe distance and a beacon activated, allowing for retrieval. This is usually messy in organic bodies. 

The Team

Sergeant Daniel "Big Boy" Smith 
Demolitions and Artillery  
Brain Case: Titanium black-box, capable of surviving heavy explosions. 
Favored Weapon: Tactical nukes
Major "Story Arc": There was a "miscommunication" about a civilian hospital during season 3. Radioactive cleanup should be completed within the next few years. 


❤️ 6 (d8) ⛊ 6 ⊳⊳ 10 ✔️11 🎓 7
💀 14 (reckless, over confident)
⚔️ 6 Tactical_Nuke (hr, 2d8, 20, Radiation)






Captain Rebecca "Hive Mind" Monroe 
Drone Master
Brain Case: A dedicated drone 
Favored Weapon: Drones
Major "Story Arc": Having a consciousness scattered across so many drones has fractured her mentally, somewhat, and additional personalities have surfaced. None of them good. 


❤️ 6 (d8) ⛊ 4 ⊳⊳ 14 ✔️11 🎓 12
💀 12 (insane) ⚔️ 6 Mounted_Guns (mr, 1d8, 8)
§Distributed Body: Each hit die is a separate body
§Centralized Network: Destroying the Brain Drone shuts down remaining drones


Lieutenant Templeton "Face" Fleck
Master of Disguise 
Brain Case: Realistic looking human head with switchable faces
Favored Weapon: Words
Major "Story Arc": It's been rumored Lieutenant Fleck has been moonlighting as various high level government officials. However, as long as he doesn't impersonate corporate higher-ups, the producers of the show have no real issue with this.


❤️ 6 (d8) ⛊ 0 ⊳⊳ 12 ✔️14 🎓 10
💀 8 (hates fair fights) ⚔️ 6 Silenced_Pistol (lr, 1d6, 8, Silenced)
§Chameleon: Given 5 minutes to adjust, he can take on the appearance of anyone he's seen before





Colonel Bill "Tacticus" Smith
Leader and Brains of the Operation
Brain Case: A human head shape with spider-legs, trailing apposable wires with various connectors for interfacing, the brain inside soaked in NeuralChem and stimulants. 
Favored Weapon: Smarts
Major "Story Arc": While not controversial, his part in what was later revealed to be an ARG (alternate reality game) by the show's producers and lawyers was reviewed as "confusing" and "uninspired" as several unrelated forum posts read simply "PLEASE LET ME DIE" over and over until character limits were reached. 


❤️ 6 (d8) ⛊ 0 ⊳⊳ 12 ✔️10 🎓 18
💀 19 (Wants to die) ⚔️ 6
§Natural Hacker: Should he attempt to hack something, he will succeed.
§Override: Should he be able to connect to a device, he will be able to take it over.


Mausu
Animal Mascot of the Team
Brain Case: N/A, Mausu is an AI inside of a robotic body
Favored Weapon: Knives. Those poor coeds. 
Major "Story Arc": It was revealed in Season 6 that Mausu was the money launderer for several terrorist organizations, however after an awkward hanging of the lantern, the plot point was just sort of dropped. 


❤️ 4 (d8) ⛊ 4 ⊳⊳ 14 ✔️12 🎓 10
💀 12 (mind backed up) ⚔️ 6 Knife (lm, 1d6, 20/0, Throwable)
§Backed up: Regularly backs up their mind and personality to an external storage.




*Certainly spelt with a 'K' due to market research and not a typo that went unnoticed due to lowered military education standards

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The Eye of Monoc


I wrote an adventure and slapped it on Itch because Google's analytics have failed me. Give it a look and leave feedback. Or don't, I guess. It'd be really cool of you if you would though. 

 The Eye of Monoc


The people of Garrigill have a slight cultist problem… 

Namely, the group that has taken to camping around the ancient hilltop site used by the worshippers of Monoc, god of Knowledge and Insight, before the god was forgotten about.  The location still bears the statue dedicated to the one-eyed god and, should the mad ravings of the followers encountered in town be believed, the god has returned and once again bestoys gifts unto its followers. 

Sounds great, right?

Weeelllll...the cultists have kidnapped a few of the towns folk. The town, understandably, would like them back. If only there were brave adventurers around to fix the situation.

Featuring art by Evlyn Monreau and map by Watabou’s Village Generator 

Originally written for the GLoG, but conversion to your favorite system is easy enough. 







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Martial Artist

 Everyone's got their own Monk class; this one is mine. 

I've been toying with using different parts of the character sheet for different purposes, other than what they were intended for. It's all been theoretical, but this one seems to have legs, and uses Inventory slots to augment abilities. There was also a Ghost who used their Legendarium to attack; but this ain't that. 

While I know there is some difference between them, I'm gonna be using "style" and "school" interchangeably. Because I keep forgetting. I am very tired. 

Martial Artist

Starting Equipment: a towel, 2 rations
Starting Skills: 1) First Aid, 2) Athletics, 3) 

A. Fighting Styles and Moves
B. +2 Moves
C. +2 Moves
D. +2 Moves

Fighting Styles and Moves

You're a fightman from fightland. Through training you've learned a fighting type and a couple of moves from the school. Select a school (listed below) and gain access to that list of Moves. You start with the ability to learn (from a teacher or manual) the first 6 Moves, and gain access to the rest of the list the more you master your school (take templates), as listed here:

  • Template A - First 6 Moves 
  • Template B - First 8 Moves 
  • Template C - First 10 Moves
  • Template D - All 12 Moves
If the Template A is your First Template, you begin with two Moves. 

Every Template taken after A, gain 2 additional Moves for free, chosen by roll. 


New Item: Fight Moves

Should probably rename this to something cooler. Maneuvers? Yeah, probably should. I won't, but should. Either way, this technically ain't an item, but as each Move requires a certain amount of flexibility, each one takes up an amount of inventory spaces, noted as the cost. With moves equipped, any Inventory Slot usage that would cause Encumbrance would first take up a slot reserved by the Move, thus unequipping the Move.  

While each Move pertains to a certain style, they can be learned by anyone willing to take the time to learn them. Martial Artists, however, receive a discount of 1 per template to the cost of the move, to a minimum  cost of 1. Moves within the original style receive and additional 1 discount. Anyone can learn, but Martial Artists get them for super cheap. 

Switching out moves from your inventory is a simple matter of performing a routine of exercises in the early morning. Much like the wizard nerds prep their spells. 

If the Move mentions a Target, it is an attack and is resolved normally, with the effect of the Move replacing damage. It can be performed up to Templates time per scene, unless otherwise noted. 

Costs are based on a 20 slot inventory standard. If you're using a system based off a stat, adjust the numbers a bit. If you're going off weight...I don't know what to tell you. Multiply by 10lbs, maybe? 

The numbers are janked and "seemed right at the time." Play testing is likely to prove otherwise, but the idea is there and usable. 

Abbreviations Used

[Cost] - Base cost, before discounts are applied.

[Add] - Additional slots voluntarily taken up past the cost. You may volunteer slots up to your level. 

[Total] - Total slots taken up (cost + additional).

1. Name of the Move - Cost


Styles and Moves

Style: Earth and Heaven
Pilfered, nearly word for word, from Rise Up

1. Grasping Rat Method - 10
While in this form, every time you're the target of a missile attack and reduce damage by [add]. If reduced to 0, you also catch the missile.
2. Throw the Ox-Cart - 9
Target is knocked back [total] x 5 feet in a direction of your choice. If the target comes into contact with a solid surface, they smash through it and take [add]d4 damage.
3. Laughing Tiger - 12
Your unarmed attacks are increased to light melee. You can cut ropes and shit with your attacks, as your empty hands are considered weapons. For every 3 [add] your hands count as +1 weapons.
4. Wary Rabbit Attitude - 11
While in this form, you always succeed initiative checks. For 2 [add] while taking this form, you are also never surprised during an ambush.
5. Ascending Dragon Prana - 12
Attacked target is knocked prone. They must spend a turn to stand up. You heal [add] HP.
6. Constricting Snake - 11
You wrap your Target in an elongated object:, scarf, prayer beads, etc. The target is grappled for 1d6 rounds, but your hands remain free. If the victim spends a turn untangling themselves, they may attempt a Save to recover from this effect.
7. Runaway Horse, Crazy Kicking - 14
Target of [add] or less HD has a limb disabled by this attack. Disabled arms cannot wield weapons or carry shields. Each disabled leg gives a -6 penalty to the target's Movement. 
8. Monkey Drunk on Fermented Peaches - 12
While in this form, you may move 5 feet per [add] as a free action during your turn. When you suffer effects that would move you, you may choose which direction you move. Lastly, you may rise from prone as a free action.
9. Rooster's Crow Brings the Dawn - 9
The target is knocked prone. They must spend a turn to stand up. You immediately learn the target's total and current HP. You immediately have a sense of what templates the target has. If the target has Martial Artist templates, you learn what school they are in.
For 3 [add] you also learn any resistances and vulnerabilities the target might possess. 
10. Dog Whipping Stick - 8
Target's breath is knocked out of them. They cannot speak and suffer a penalty to Attack and Defense equal to [add]. If the victim spends a turn resting, they may attempt a Save to recover from this effect.
11. Stubborn Boar's Defense - 15
You gain damage resistance equal to [add]
12. Charging Goat Kick - 15
You deal [total] damage to the target, who begins bleeding. For [add] rounds, the target suffers a 2d4 damage at the beginning of their turn. If the victim spends a turn resting, they may attempt a Save to recover from this effect.

Style: Seven Holy Winds
Seven Holy Winds
Watch as I soar like a leaf
Untouchable. Yep.

1. Flowing Dodge - 8
While unarmored gain [total/2] to Defense. 
2. Elusive Target - 10
Add +1 to Defense for every enemy flanking you. 
3. Mobility - 8
Gain +2 to Defense if you've moved this round
4. Redirect - 7
Spend a Conviction point to channel an attack against you to an adjacent target. 
5. Unbalancing Counter - 8
[Add] times per scene, melee attacks against you render the attacker flat-footed. 
6. Dust in the Wind - 10
Every time you're the target of a missile attack and reduce damage by [add]. If reduced to 0, you also catch the missile.
7. Skyward Carp - 10
Gain a bonus of [add] to Movement for the purposes of jumping. 
8. Shifting Winds of Chaos - 7 
Spend a Conviction to knock a spell back at the caster. 
9. Nimble Moves - 12
As long as you start and end your movement on solid ground you can move across surfaces too soft, fragile, or thin to hold you, with ease. 
10.Agile Maneuvers - 8
Gain [add] bonus when performing Combat Maneuver checks 
11. Wind Plucks the Fruit - 10
Targets of your melee attacks are forced to Save vs Disarm or be...uh, disarmed. 
12. The Building Storm - 15
Upon a successful attack, add +1 to damage. This bonus damage stacks with previous bonus damage from this Move, and all bonuses are lost should you not attack or miss in a round.  

Style: Berserker
A warrior of rage and brutality that pops mushrooms like candy. All moves require the consumption of fly agaric mushrooms, suffering the effects as normal. 

1. Berzerkergang - 9
While on mushrooms, for [add] rounds, you enter a holy fury. Gain +3 to Attack, +2 to Damage, and lose 4 Defense. In this state you lose the ability to make tactical decisions any more complicated than "hit it until it dies." 
2. Bear Shirted Champion - 10
When wearing a bear pelt, you gain +[add] to your Damage.
3. Battle Swine - 10
When wearing a boar pelt, you gain +[add] to your Defense.
4. Wolf Coat - 10
When wearing a wolf pelt, gain an extra attack per round.  
5. Charge - 11
Move your full Movement in a straight line. Anyone you come in contact with must Save with a penalty of [add] or be knocked on their ass prone. 
6. Battle Cry - 9
By giving a mighty war cry (at the table, c'mon, let's hear it) you force enemies to make a Moral check with a penalty of [add]. 
7. Battle Intoxication - 12
Gain +[add] to Save vs Mind alter effects
8. Effektnummer - 12
When first entering Berzerkergang gain [add]d4 temporary HP, which disappear at the end of Berzerkergang. Can take you above max HP. 
9. Warrior's Madness - 10
Felling an enemy restores [add] HP. 
10. Kraki's Champion - 13
When in Berzerkergang, you are immune to fire and iron. 
11. Immune to poison - 10
Poison does not effect you while in Berzerkergang. 
12. Shield Biter - 8
Sunder a shield to restore 1d6+[add] HP

Style: Pugilist
A bare knuckle brawler who loves the Sweet Science. All Moves must be performed empty handed. 

1. Sand Puncher - 8
Your unarmed attack damage moves up a dice size. (d2>d4>d6, etc) 
2. Float Like a Butterfly - 10
You gain [add] to your Defense
3. Sting Like a Bee - 10
You gain [add] to your attack damage
4. Combo Set Up - 8
[Template] times per scene, target must Save or roll with disadvantage for [add] rounds. 
5. Clinch - 10
While target is disadvantaged, performing a successful Grapple restores [add] HP
6. Rabbit-Punch - 10
Attacking while the Target is unaware of you does max damage. 
7. Leonov's Thief - 10
If target is defeated by you while under disadvantage, reroll Reaction with [add] bonus
8. Song of the Merchant Kalashnikov - 12
While Target is disadvantaged, your successful attacks do an addition [add] straight to the Target's armor. 
9. Irish Stand Down - 12
If you haven't moved this round +[add] damage to your attack. 
10. Harlequin Step - 14
While disadvantaged, if a Target fails an attack against you, make a free attack at +[add] damage and move 5 feet. 
11.Haymaker - 12
[Template] per scene, your Critical Success range triples, however your Critical Fail range doubles. 
12. Fibbing - 16
While a target is disadvantaged, gain +[add] attacks against them per round. 

Variant Idea: Turn Move lists into Skill trees with spendable points equal to Inventory slots used. This started as a stray thought, but the more I think on it the more it seems plausible. But also, I've already written everything out. So, update based on play testing in the future, I reckon. 

New Item: Training Manual
Teachers are good and all, but sometimes they're not available. A manual, be it a collection of word carvings or a scroll of precious artwork, allows for self teaching after a week of study, albeit requiring an intelligence check. 

Normally, training with a teacher doesn't require an intelligence check, as they surely answer any questions you have. I don't think I mentioned that anywhere. I should go back and add it in, but we've already come this far, and it's all the way up there. So instead, I'm just...going...to end it...right here. 
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Shadowrun, but GLoG

It's that time of year, again, where I reread Neuromancer. Which means I'm back on my shit. 

I started this months ago and originally intended it to be a Shadowrun mod for CyberGLoG, however, in delaying, I have missed goblinization day. Would've been perfect. But it's gone now, so forget it. Instead I'm switching to an even more popular setting: Bright. (Hell, I think I've now missed THAT date. I refuse to look.) 

Only thing is, I remember very little about the world (there's a walrus-man, maybe?) and I refuse to rewatch it. Also, most people bring some sort of baggage to any IP, no matter how close to the source material. So, as with most things in life, I'm making shit up. 

(Edit, Sept 28: Grimlucis has dubbed the setting "GoblinBright." This will be stolen in future usage.) 

Metatypes

In Shadowrun Bright, if you wanna play a metahuman (them's your demihumans), you gotta spend character creation points to pick up the metatype. Well, there ain't no points here. In the GLoG you're human unless you take another species template at level 1. Here's no different. Below is the Bane and Bonus gained from the racial Template A.

You may notice the flavoring is different here. That's 'cause the only difference between Human and Metatype in Shadowrun Bright is some stat bonuses and the occasional ability to see in the dark. Not exactly thrilling stuff. Yes, yes, in the grand scheme of the corporate machines we're all the same; human, elf, dwarf - all just drones to turn a profit for the CEOs. But there's also blood magic, and Chicago has been nuked, so you might as well spruce things up a bit.

Though, if you want to use the ability bonuses and boring sight modifiers, I can't stop you. Only judge.

Elves

You're a member of a lesser Physical offshoot of the race that constantly sings reality into existence. You were born and have lived your entire life in the Physical, and are probably doomed to become a corporate cog. Some of you have set up shop in British Columbia, screaming about Tir Na nOg and full ascension into the True world - but those are just fever dreams, hardly different from Smith and his Eden. ...or is it?

Bonus
     Farstep: You're able to slip briefly into the True World, in all of it's Dimethyltryptamine soaked, fractal-hell glory. Once per session you can slip through the cracks in reality and find a "short cut." Teleport 5*(level) feet in any single direction.

<Sidebar>
If you're looking to actually make this closer to Bright, for some reason, replace Farstep with Smell Magic. It's like detect magic, but scent based. I recall them elves in the moving picture doing a lot of sniffing around potentially magical things.
</Sidebar> 

Bane
     Radbane: You're Physical, but are still affected by incorrect lyrics in the True World. As such, you suffer twice the damage done by radiation attacks. You also have a 1-in-6 chance of suffering an immediate mutation from the radiation.

Dwarf

The elves refer to your people as "maggots." Rightfully, you're offended, but, also, in the previous age your people spontaneously generated from the body of a dead giant. But not just any giant, The Giant: Ymir. So, there's that. While your people were, and are again, accused of inflicting mental diseases on people, this isn't exactly true. The best you can do is drunkenness, really.

Bonus
     Blood of Brimir: Once per day you can force a target to make a Save vs Mind Effect. Failure means they assume your level of Drunkenness, until healed normally.

Bane
     Bone of Blainn: You're heavier than you look, as your bones are laced with iron, to the point of your Movement speed is reduced by 4.
     Also, no matter what language you speak, and no matter where you were born, you speak in a thick German accent. Scientists don't know why. I don't either.

Orc

Your folk were once humans - specifically French/Spanish Cagots from the Pyrenees - but at some point in the timeline of things, a BBEG needed an army, useful pawns, and/or general servants. A series of empty promises, cruel magics, and hogsheads of strange alchemical cocktails later the orc was born. Born? Crafted. Designed for war and war byproducts, Orcs tend to be harder than average to kill, fighting long after mortal wounds should have claimed them. After the BBEG's plans fell to ruin, Orcs faced a difficult reintegration into human society and - who am I kidding? Humans are shit, they still face a difficult reintegration, centuries later. 

Bonus
     Hard to Kill: When at 0 HP or below, you may spend a Conviction point to ignore Lethal damage for 1d6 rounds. 

Bane
     Won't Back Down: A successful Wisdom check is required in order to retreat from a fight you've been injured in. 

Troll

While Elves, Dwarves, and Ork can potentially blend in to a crowd of humans, you, yourself, are a big hulking form of a man. Well, not a man, exactly, no. Man-like, rather. With green fur and a large nose, you look like something that crawled out of a John Bauer picture.

Bonus
     Troll Skin: Restore 1 HP per round. Fire damage stops this effect, until a long rest, where it's heavily implied you've cut away the burnt sections and allowed your body to regrow.

Bane
     Troll Metabolism: You require double the dosage of consumables to have ANY effect when applied to your person. Also, because your body repairs so quickly, it will reject any Augment without a steady dose of immunosuppressant. The medicine also stops your Troll Skin from working while it is in your system.

Archetypes

In Shadowrun Bright there's not really set classes, just a lump of skills and abilities for point buy, with examples of archetypes to give you an idea of what you're building. Obviously, that's not gonna work for this situation. Given CyberGLoG is built on the GLoG chassis, jamming fantasy templates into the cyberpunk system is easy enough. I've got some more specific ideas ticking around, but here's my suggestions for fixing the already made templates to what's missing in the setting. 

Magic
Just take your favorite Wizard class and jam it in. Simple. Some additional spells at the bottom. Magic learning is done in the usual mechanical fashion, but now includes resources like YouTube and "...For Dummies" books. 

Adepts
Sounds like a Monk to me. Shoot, the original fluff even says "A monk did it." I think. I could be making shit up again. I refuse to check. 

Mystic Adepts
Multiclass between Wizard and Adepts.

Technomancers
Go away kid, you bother me.

...Actually, SquigBoss' Sorcerer (or Skerples' Sorcerer, I guess) using the listed Programs.


Spells

Originally, I was looking to convert the core book spells to GLoG versions, but god damn they're not great. And I enjoy the game. There's 18 versions of the same spell. Eighteen. Then there's spells for boosting a resist before you ingest a toxin and boosting a resist after you ingest the toxin. Why? They're the same spell, just casted at a different time. I mean, I've half assed writing assignments and used meaningless filler text in order to reach a certain word number length, but that wasn't for something getting published. I don't know. 

Some of these spells may seem over powered. That's fine. I want you to be tempted to use them; invest all your casting dice. Triples aren't THAT likely. (heh heh heh)

New Mechanic: Mixed Success
Pilfered from here. Casting dice are invested normally, however only the highest result is considered. More dice invested, higher chance of a better result. Doubles and triples still apply.
  • 1-3: Mixed Success
  • 4-5: Full Success
  • 6:    Critical Success

New Mechanic: Burnt Dice

By voluntarily sacrificing a Casting dice, you can occasionally augment a spell in a way detailed.  Burnt dice do not return to your hand (nor are they rolled) until you normally replenish them. 

Combat Spells

(Element) Ball
R: 200'  T: 20' area  D: Instant
You hurl a magical bolt of a chosen element at an area, doing [sum] damage to all objects. Elements to choose from: Acid, Electrical, Fire, Force, Ice, Radiation, Stun. Each element is a different spell and must be learned separately.
[Burn] a dice to allow for 1 ricochet per burnt dice.
[Burn] a dice to allow for a delay in explosion equal to the rolled value of the burnt dice in rounds. 

Yep, that's it. That's the entire original Combat Spells section summed up into one spell. Saved ya two pages. Even spiced it up a bit. 

Detection Spells

Analyze
R: 50'  T: Individual/Object  D: Concentration
The spell allows you to analyze the target of the spell, gaining some insight about it. Some appropriate targets are (but not limited to) devices, magical objects, people, or the words they're currently speaking.
   
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

Clairsavoir
R: [dice] * 10'  T: Point in Space  D: Concentration
You conjure an invisible sensor to a point in space, whether you can see it or not. As long as you can maintain concentration you're able to see through this sensor as if it was part of your normal sensory range. Unless you're blind, then you gain normal vision. Using an item as focus for the scrying (mirror, fire, bowl of water, etc) increases the range to [dice] miles. 
[Burn] a dice to allow for an additional sense to the sensor: hearing, speaking, smelling

Combat Sense
R: Self  T: Individual  D: Scene
Target has a [dice]-in-6 chance of still acting when surprised. 

Detect
R: 500'  T: Self  D: Concentration 
Six different spells, learned individually. Detects the presence of a type (see below) and provides some details of the detected. Casting dice are invested normally, however only the highest result counts for result. 
     Types
  • Enemies - Those that currently seek to do you harm. 
  • Individual - A specific person, chosen during casting. 
  • Life - Living things. Not spirits, nor robots. 
  • Life Form - All of a specific type of life form (human, elf, dog, etc); target named while casting. 
  • Magic - Detects all spells, artifacts, casters, spirits, etc. 
  • Object - Detects a specific type of object (guns, explosives, spoons, etc); target named while casting. 
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

Mindlink
R: 100'  T: Individual  D: [sum] minutes
Allows mental communication between the caster and the target, allowing for exchange of conversation, emotions, and mental images.
[Burn] a dice to add an additional target to the conversation. 

Mind Probe
R: 20'  T: Individual  D: Concentration
Sometimes talking is too slow, and you need to pry the answers out of the target and move on. Target is very much aware of the probe, but not  necessarily the source.

     Mixed Success - You can only read the target's surface thoughts
     Full Success - You can find out anything the target consciously knows and view recent memories.
     Critical Success - You can probe their subconscious, gaining information the target might not be aware they have

Health Spells

Antidote
R: 20'  T: Individual  D: One day or until used
Allows a second Save vs Poison for the target, should they fail the first, made at a +[dice] to their Save.

Decrease/Increase Attribute
No.

Detox
R: Touch  T:Individual  D: Instant
Purges the target of a named chemical (drug) in their system, doing [sum] stun damage in the process.

     Mixed Success - Ends the side effects, but addiction remains. 
     Full Success - Ends the side effects and removes any addiction. 
     Critical Success -  As above, but makes target immune to the drug for [sum] day. 

Heal
R: Touch  T: Individual  D: Instant
Heals a target of [sum] hit points. This spell can only affect the target once per sun across the horizon. 

Increase Reflexes
R: 50'  T: Individual  D: Concentration
Increases the target's Initiative check by [dice]

Oxygenate
R: Touch  T: Individual  D: [sum] minutes
Allows a target to hold their breath for the duration, before their natural breath holding duration takes over.

Resist Pain
R: 50'  T: Individual  D: Concentration
Reduces the damage a target takes by [dice] and makes them immune to Stun damage. 

Stabilize
R: Touch  T: Individual  D: Instant
Removes [burn] Fatal Wounds from the target.

Illusion Spells

Argh. Good lord. There's three spells in this section spread across...Jesus, nineteen. Gonna trim some fat here. 

Disguise
R: Touch  T: Object  D: [dice] hour
You wrap an object in a veil of illusion, allowing it to appear as another object of the same sort and size. You know, "disguise" it. 

Hallucinations
R: 50'  T: [dice] * 5' diameter  D: Concentration
You create a perfect representation of whatever object or creature you wish, in one of the traditional senses. This recreation is able to move or sound or smell however you determine, as long as you concentrate. This spell can only 'add', not 'subtract'. 
[Burn] a dice to add an additional sense to the hallucination. 

Obfuscation 
R: 50'  T: [dice] * 5' diameter  D: Concentration
Where the Hallucination spell adds, Obfuscation subtracts - removing an object/person from sight, muting a sound, destinking a stank. As long as you concentrate. 
[Burn] a dice to cloak an additional sense


Manipulation Spells

Animate
R: Touch  T: Object  D: [sum] minutes
Gives inanimate objects the horrific ability to move on their own. Target objects effectively become 1HD creatures with the intelligence of a trained dog. A dumb one. 
[Burn] a dice to animate an extra object. 

Armor
R: 50'  T: Individual  D: Concentration
You solidify a field of magic around the target, adding [dice] to the target's armor score and taking up the same amount of inventory slots. 

Barrier
R: 50'  T: Area  D: Concentration
Actually two spells which are learned separately: One for magic, one for physical. You generate a translucent, but shimmering, wall with 10 square feet of surface area per [dice], shapeable by you, that is one inch thick. A Physical Barrier stops physical things like bullets, cars, fleeing bystanders; while a Magic Barrier will stop anything with a magical aspect. If you think it has a magical aspect, it probably does.  

Command
R: Hearing  T: Individual  D: [dice] rounds
Target saves or obeys a [sum] word command. 
[Burn] a dice to extend the duration for rest of the scene. 
[Burn] a dice to effect an additional target. 

(Element) Wall
R: 50'  T: Area  D: [dice] rounds
See those elements listed in (Element) Ball? Now you can apply them in a [Sum] square foot wall. Apropos of nothing, a sheet is just a wall laying down. 

Yeet
R: 50'  T: Object  D: Instant
Flings an unattended target object at a secondary target. Weight of the object effected and damage done determined based on success: 

     Mixed Success - Up to 20 lbs (9kg). Damage as light melee weapon. 
     Full Success - Up to 200 lbs (90kg). Damage as medium melee weapon.  
     Critical Success -  Up to 2000 lbs (900kg). Damage as heavy melee weapon. 

[Bring] the GM a beer to effect animals/people. 
[Burn] a dice to change the Duration to "Concentration" to levitate the object instead. 

Counterspelling and Dispelling

They're basically the same thing. Counterspelling is done while the spell is being cast (automatically failing your next Initiative check), where as Dispelling is performed while the spell is being sustained. The process is simple, but horribly dangerous, as the counterspeller vomits out a bunch of random magic energy in the hopes of something else happening. 

Counterspell
[Burn] dice in an attempt to cancel out the target's MD rolled. The caster's higher roll cancels out the target's lower roll. Should any MD from both sides match, both the caster and the target suffer the Mishap effects. 

Dispelling
[Burn] dice to attempt to unravel the delicate magics sustaining a spell. By vomiting on it. With magic.

     Mixed Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Doom
     Full Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Mishap
     Critical Success -  The effect is completely ended. 


In Closing

This is all derivative garbage, but it's outta my system now. Thank god. I'm finally free. 

(Edit, Sept 28) Additional resources from Darkworm Colt, of whom I have never interacted with: 
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Spell Wall

Wizards and magic. It was only a matter of time before some jerk weaponized them into War Mages. 

Then it was only time before someone countered the War Mages. That's where the Spell Wall comes in: shield fighters trained to redirect enemy caster's magics and use it to bolster their own abilities. 

Requires an equipment endurance system to keep on the level. 

What'll be made to counter these? Something terrible I bet. Arms races always are; you start off with a pointy stick and end up with cyborg-tarrasque. 


Spell Wall

 Every template you take gives you a +1 to Shield Endurance. 

Starting Equipment: Standard Shield, 3 blank scrolls or 1 active scroll, shield repair kit
Starting Skills: 1) Magic Lore; 2) Military History; 3) Blacksmithing

A. Field Repair, Magic Absorbing, Magic Channeling
B. Nemo's Ingenuity 
C. Hold the Line, Magic Eater
D. Vomito Magicae

Field Repair
Once per day, during a short rest or lunch, you're able to restore the condition of your shield, should you have a repair kit at hand. This is opposed to only during a long rest. 

Magic Absorbing
While you don't generate magical energies yourself, you've learned to absorb energies directed against you. When holding your shield in hand, you can absorb and store 1 MD per Shield Wall template, until used. To do this, Save vs Spell (even if the spell typically doesn't offer a Save) - on a failure you suffer the spell normally. On a success, the spell carries out as normal, however you get to choose the dice being absorbed. Dice showing 1-3 do 1 endurance damage to your shield; 4-6 do 2 endurance damage. MD absorbed in this way do not return to the caster's pool until it naturally refills.  

Magic Channeling
Now that you've contained the spell, what are you gonna do with it? You've got a couple of choices: 1) Use it to boost your Save Vs Magic 2) Channel it into a blank scroll when you have a safe moment to concentrate

Nemo's Ingenuity
"I jus' 'acked i' on 'here, didn' I?"
Your shield hand now counts as "free" for the purposes of using a scroll. Because you've tacked it on there. With a tack. Wizards cower at your arcane prowess. The scroll is still consumed upon casting. 

Also, you can now immediately channel a spell into a blank scroll on the back of your shield. 

Hold the Line
You've formed a unique bond with your shield and, let's be honest, it's gonna take a lot of punishment in your line of work. To counter that, you're now able to channel the magic in your head into your shield in order to repair endurance checks at a 1:1 MD cost.

Additionally, when you channel MD to boost your Save vs Magic, you do so for people in 10' radius around you. 

Magic Eater
When things are proving difficult, you can consume a scroll via your mouth, with your teeth, to gain a magic di. 

Vomito Magicae
Again, you're no wizard: your control over these spells in your head is tedious at best. Sometimes it's best to let them out. As an interrupt action, while a caster is casting, you may release any number of stored MD you have in your head. These are rolled in conjunction with the caster's and count in terms of double/triples/quads. 


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Rat Master Redux

 I'm in the process of setting up a generic fantasy game using the GLoG for some friends, most of whom are new to the TTRPG scene. One of which wants to play a Rat Master. Not a problem, I love that class, however the trouble lies in that it's not exactly a GLoG class, as it's laid out over a span of nine levels, rather than four templates. 

So, I took out my files and started removing serial numbers. 

What's presented below is a combination of Arnold's original class, some parts from Knock's Swarm Master (word for word in a large amount of places), and a few of my own addons. 


Rat Master

For every template taken, your Horde Die (see below) increases one step and you gain +1 on Save vs Disease. 

Starting Equipment: Dang rags, bottle of high proof low quality hooch, cool looking rock
Starting Skill: 1) Locksmith 2) Pickpocket 3) Mucklurker

I was told I needed to use more pictures. So here's a rat.
A. Rat Friend, Summon Horde
B. Transfer Affliction
C. Guest of the Rat King
D. Rat Apotheosis, Embrace the Rat

Rat Friend
You can speak freely with all rodents. All rodents recognize you as a beloved of the rat god, and will improve their starting attitude toward you one step. This protection does not extend to your friends.

Additionally, you know that rats love to gossip. When gathering rumors, you gain an additional template amount of rumors. 

Summon Horde
You call forth a horde of rats to your current location, which will serve you faithfully, though not always without complaint. 

You gain a Horde Die, starting at d6, and may increase it up one step by taking an exploration turn (10 minutes), up to your maximum die, starting at d6 at template A to d12 at template D. 

Taking risky actions (noted in Horde Moves below) can potentially cause the Horde to reduce in number. When performing the action, roll the Horde Die. On a 1, the Horde is reduced a step. 

Transfer Affliction
Once per day, you can transfer a disease, poison, or curse onto a willing rat. Rats of your horde always count as willing, but prepare for complaints. Also, there is potential for it to spread any disease it bears for you. It’s a rat, after all. 

Guest of the Rat King
Should you find a Rat King, you’ll be welcomed into it’s “court” as a guest. This mostly means you can come and go freely, receive one secret for free per visit, and won’t be eaten if it knows you’re alive. 

Rat Apotheosis
You can establish a stronghold in the sewers beneath a city. You attract the local Rat King, 2d6 loyal wererats, 1d3 paladins of the rat god, and an insane cartographer. 

Embrace the Rat
At every level above 4, you have the option to take a template of rat based Lycanthropy as an Ω template, rather than a Curse Template. 

Dice Step

1 < d4 < d6 < d8 < d10 < d12



Horde Size

Number of Actions

d4

1

d6

2

d8

3

d10

4

d12

5

Where we going today, Boss?


Horde Moves Based on the size of your horde, they can perform a number of moves at once (see above)
With at least a turn, hordes may be commanded to…
  • Perform Domestic Services - as they’re able, by combining their tiny strength
  • Perform Manual Labor - Tunneling, burrowing, clearing rubble, gnawing corpses into oblivion, etc. This is a risky action and many tiny bodies could be crushed.
  • Forage and Scavenge - The horde can produce enough food for individuals equal to the result of the horde die. It will not be gourmet.
  • Bear Burdens - Individually, they are weak, but together the horde is strong. They can carry up to [Horde Size] worth of inventory space
  • Carry Their Master - Using their combined strength, the Rats hoist their master upon their tiny rat shoulders and carry them at Move equal to 10 + [Horde Size]
  • Search an Area - The horde can find traps, hidden doors, and other secrets in an area with a roll of the horde die of 3+. If traps are found, the horde has a 3-in-6 chance of accidentally triggering them. This results in the horde die being reduced one step.
  • Scout Ahead - Rats are stealthy and observant. I mean, they’re rats. You can send them out 30 + 10 ft/template from you, where their keen senses allow them to avoid surprise and spot ambushes on a horde die roll of 3+.
Within a round, the Horde can act quickly to…
  • Protect their Master if they are unarmored - If commanded to protect their Master, improve Defense by a roll of the Horde Die. This is obviously risky.
  • Attack their Master’s enemies, if the Master is unarmed - Inflicts Horde Die in damage to all enemies within 30 ft. This, too, is a risky action.
  • Sacrifice Themselves for Their Master - If struck, the swarm will sacrifice itself without being commanded to. Reduce the Horde by one step, then subtract a roll of the swarm die from the total damage suffered to the Master this round.

For the life of me, I'll never know why Google Drive and Blogger don't work well together when they're owned by the same company.
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