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I've hired some more laboratory assistants, all of whom have been instructed to wear matching red waistcoats and answer to the name “Griswold.” That lovable scamp Griswold is not to be given alcohol before noon, as it upsets their delicate constitution.
Swarm | You're a bunch of creatures. | |
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caret-right | Horde | Increased swarm size. |
caret-right | Multiattack | Attack multiple targets at once. |
caret-right | River | Move freely around obstacles. |
caret-right | Split | Divide into weaker individuals. |
Enterprises | Swarm School |
Utility | plus-circleI Am Legion: While you generally act like a single big creature, you're actually a whole bunch of smaller creatures working in concert (like a cloud of locusts, band of goblins, or crew of comedy pirates). Exactly how many isn't important and might vary from scene to scene or even moment to moment, but despite your numbers you're not too much more effective than any single other creature. plus-circleSingle Mind: You have a single inventory (any extra items carried by your constituents outside of your inventory inevitably get lost, gambled away, forgotten, or consumed), a single stock of Vitality/Endurance/Flow (all constituents live and die together), and pool of accumulated XP (all constituents level up and learn new abilities together). All effects treat you as an individual, not as a crowd. Multi-target attacks hit and affect you just once. If you get a condition, everybody in your swarm gets it. When you recover, everybody recovers. That kind of thing. plus-circleSingle Consumption: When you use Supply to feed yourself, power an ability or whatever just 1 point will completely satisfy the cost for every one of your constituents somehow. You can also use just one keystone to level up. Any other situations where each party member must pay a price (using a toll bridge, maybe) also allow you to pay it just once despite actually technically being more than one creature. plus-circleBig, But Actually Small: You occupy space, carry weight and crew vehicles as a single creature two sizes larger than you actually are, but act as your true size for purposes of size-based attack failure (both incoming and outgoing). You can pass through any gap or passageway that is accessible to a creature of your true size. minus-circleBottlenecking: When passing through a space too small for your effective size but not too large for your actual size (like, say, doorways) you take an impairment to movement speed as your constituent creatures all get in each other's way. |
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Utility | plus-circleHuge Swarm: There are a LOT of you. You occupy space, carry weight and crew vehicles as a creature three sizes larger than your true size instead of two sizes larger. | |
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Offense | plus-circleSplit Focus: When you make any attack, you can choose two targets/areas of effect instead of the normal single one. Both must be valid targets (within range, etc). Your attack hits both, but has a special failure chance of 3. Roll just one die for multiattacks. | |
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Movement | plus-circleLiving Flow: You don't take any impairment to movement speed when passing through gaps accessible to creatures of your true size. | |
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Movement | plus-circleEngulf: You can freely move through and share spaces with other creatures, including enemies. plus-circleBeset: When using attacks against enemies that you've engulfed, you gain a backstab bonus (+2 damage) if applicable since you're striking them from all angles at once. |
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Utility | plus-circleScatter Bitch, It's The Five-O: You can break into a whole bunch of individual creatures as an action. Doing so produces one creature of your true size per level you have. All your constituent creatures have your full loadout equipped and can be controlled individually. plus-circleRecombination: You can remake your normal swarm-self around any individual creature created by Split as an action. This removes all other Split creatures (they either run back to rejoin the crowd or die somewhere off-screen and are seamlessly replaced). At least five of the original number of Split creatures must be alive in order to remake the swarm, else you've got to just struggle along as individuals. Swarms automatically reform at the end of the session so long as even a single individual member survives. minus-circleWeak, Confused Bastards: Your constituents are much less effective alone than they were together: each has exactly 1 point of Vitality/Endurance/Flow, can take only 1 action per round and has a special failure chance of 6 with all attacks. |
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caret-right | Alternative | plus-circleReformation: You can remake your normal swarm-self even if there are less than five Split individuals remaining. minus-circleRecruiting Fee: Reforming a broken swarm with few individuals costs 1 Supply/Commissary Kit use. |
Swarm School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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