SWARM
Hive mind or Collective conciousness
This
power represents a guiding consciousness endowed to a group of otherwise
independently functioning entities. It
is seen in nature, expressed by schools of fish, hives of insects and flocks of
birds. Some ordering force, a pack instinct, organizes the actions of otherwise
autonomous individuals. In nature this ordering is done primarily for defense
or some other group task, such as migration.
As an extranormal ability, the tasks and motives can be changed at whim.
This
is an odd power, changing the nature of the character itself. The character is NOT
one thing, but rather the organizing force of a collection of independently
functioning entities. He is a flock of birds, a pack of rats, a collection of
cars which form a giant robot. As such, the player should configure his
character sheet to reflect the abilities of the pack as a whole. In the
standard version of this ability, the components of the swarm are fixed, are a
set defined group. The character is literally a flock of pigeons or a swarm of
insects or a cloud formation or the contents of Uncle Steve’s steamer trunk.
The power can also be additive to other abilities, such as FLUID FORM, NRG FORM, NRG BATTERY, SEPARATION,
ELONGATION, TRANSFORMATION, DUPLICATION
or PASS PRESENSE.
Basics:
·
Limited Immortality: The collective consciousness
exists as long as at least one of its members is still alive.
·
Pack Recovery: If diminished, the swarm
replenishes naturally over a period of time. The power conveys no additional
ability to rebuild lost pieces. If your
character is a flock of seagulls and you only have one seagull left, it’s going
to be a while before you have more seagulls. The swarm can be repaired through
outside agency or the application of another ability. You can always convince
the mad scientist who created you to breed more seagulls, which is an example
of using an outside agency. The power TRANSFORMATION would also aid your seagull in
rebuilding his swarm.
·
Individual Autonomy: The basic abilities of normal
pack members do not need to be accounted for. Seagulls fly, fish swim, ants
dig. It is assumed that the pack members will function normally when not under
the guidance of the collective conscious. It’s a pigeon. When not spying or
attacking machinegun emplacements, he’s engaged in standard pigeon business.
·
Fixed Group: Once defined, the swarm does not
grow, nor is it entitled to sympathetic actions from like individuals. Your
pigeons may not go out and recruit more pigeons. Your pack of wombats does not
have any special standing amongst wombat-kind, in general. The swarm, the
collective conscious, only has the power to influence the individuals under its
direct control.
·
Collective Reduction: The swarm’s abilities decrease
as it loses members, in proportion to its losses. This affects all BASESTATS
and abilities. We can use some fuzzy accounting on this, measuring losses in
terms of 10%, 1/4th, 1/3rd, ½ and so on. The reduction
primarily applies to attacks and is across the board. If the Swarm has lost 10%
of its members, the damage potential of all attacks are reduced 10%, range is
reduced 10% as is duration and so forth.
·
Immune to Mental Influence: Individual members of the swarm
are immune to outside influences. The swarm as a whole cannot be controlled by
anyone other than the character. Swarms cannot be affected by non-damage
causing mental attacks. This immunity vanishes if the swarm is reduced to only
one member.
·
HTK and Number of Members: The swarm should be configured
as a regular character. Two factors determine the number of individuals in the
swarm, (1) the SAVE that SWARM is linked to and (2) the SAVE of the character’s
SIZE Basestat. Adding these two numbers together determines the swarm’s number
of members. Each member of the swarm is endowed with HTK equal to the
character’s SIZE ACT plus the ACT of the level linked to SWARM.
EXAMPLE: Captain RatHoard has a SIZE of
Mutant (ACT 10 SAVE 35) and has his SWARM ability linked to a level of Super
Human (ACT 12 SAVE 40). Per the character concept, the swarm is a hoard of
rats. The Captain would have 75 rats in his hoard, each of which have an HTK
Total of 22 points.
·
Attack Distribution: The SWARM may deploy any power
the character is endowed with, either in distributed form or projected from a
single member. You are free to have one pigeon fire off your full NRG BLAST or
split attacks between several pigeons attacking several targets. Attacking
several targets is effectively splitting dice and follows those rules. Most
powers can only be applied once per action and should be treated as a standard
attack emanating from a member of the swarm. Other powers could be construed as
emanating from the entire swarm. The player needs to determine how each power
is applied. In general, being in SWARM form does not convey any real advantage
when determining the effect on a potential target.
·
Worldwide Broad Telepathic
Control: Members of the swarm may be controlled worldwide.
They may scatter hither and yon and still be in communication with their host,
still under the watchful control of the singular entity which guides all their
actions. That said, any extranormal sense or power endowed to the SWARM may
only be used by one member at a time.
·
HTH Attack: This attack is available in
proportion to the number of members of the swarm which are present at the same
location. The same is true for any attack which is dependent on the character’s
form. If more than 2/3rds of the flock is present, the Swarm is entitled to
make an HTH Attack as an area of effect attack. The area of effect of such an attack
is equal to SWARM’s linked ACT in square meters. The swarm may make this form
of attack once every other action.
·
No Recovery and Limited
Invulnerability:
Individual members of the swarm have a form of invulnerability. If the damage
inflicted on a member is less than their HTK Total, they take no damage. If the
amount of damage is greater than their individual HTK Total, the member is
eliminated, considered dead. The swarm does not recover during combat and may
not be replenished during combat.
·
Attack Battery: The Swarm has a base attack,
which can be added to the HTH Attack. The attack is equal to the ACT in dice.
There is also a bonus pool of dice equal to the SAVE in dice, which may be
applied either as an attack on its own or to another power. This battery
replenishes at a rate of the ACT in dice for every action it, or the base
attack, are not used. Points from this pool may also be used to increase the
range of a power or attack on a one meter per point spent basis. Points can be
used to create a Conditional Advantage to attacks on a one point spent per +1
awarded.
·
Mutant ACC and DODGE: Individual swarm members have a
fixed ACC and DODGE at Mutant level.
Mechanics: 75 plus SAVE plus SIZE SAVE.
The basic set up assumes that the character is built with this power as its
centerpiece. It assumes that the members of the swarm are somewhat normal on
their own. It’s a pack of dogs or bees or some other common entity. The player
should configure his character as if it were aspects of the swarm as a whole
when it comes to the physical traits. (As a whole, the Swarm can lift a car or
whatever.) When it comes to the derived BASESTATS, the player is free to add
his REC Score to his MPS rating. The REC rating otherwise does not apply to
SWARM characters. HTK, DEFL and STUN are also irrelevant to characters built
around the SWARM ability.
We do allow for
some flexibility with this power. The following are suggested alterations. The
judge should feel free to customize the ability to match a player’s concept.
Additions and
Alterations:
Increase number of
SWARM members.
At no additional expense, the number of pack members may be increased by reducing
the HTK Total of each member. At Half HTK per member, the number of members
doubles. By multiplying the HTK total per member to the number of members, you
get the HTK total of the entire swarm. The player is free to subdivide this
number as he wishes, as long as no individual has more than ½ of the Swarm’s
total and that each member has at least an HTK Total of 1. The smaller the HTK
Total is, the less substantial the individual swarm member will be. Additional
members may also be purchased at a cost of the HTK Total.
Increase HTK Total
of individual Swarm members:
You may substitute SWARM’s linked SAVE for the normal HTK Total by reducing the
number of members in half. Other bonuses to the HTK Total of alike swarm
members cost 1 point multiplied by the number of swarm members per point of
increased HTK per member.
Unalike Members: The basic set up assumes that
all of members of a swarm are similar normal entities. This isn’t a hard and
fast rule. As long as the members can be defined in terms of the basic rules
above, the members can be anything from a pack of different animals to a gaggle
of tween girls. NO SUPER SPEED INVULNERABLE PACK OF ELEPAHNTS. Anything
somewhat touching on that is a SIDEKICK or SUMMON
subject.
Merge Form: For an additional 100 points
the swarm may merge to create a singular being. It’s probably going to be a big
guy, something like a giant robot. The entity has an ACC and DODGE of Mutant.
Its HTK Total is equal to the number of Swarm members multiplied by the HTK
Total of the individuals. (Or is simply given a total HTK of all Swarm members.)
This being has no DEFL and no REC Score. Its STUN is equal to its HTK.
Alternatively, for 10 points, the swarm can form a rather ordinary person. This
person’s only real ability is to turn back into a swarm. Having the ability to
simply be a person can be a great advantage to a Swarm character.
SWARM
Replenishment:
For 25 points the swarm rebuilds its membership at a rate of the ACT in
individuals per day.
Attack Battery: No modifications allowed,
however the battery could be used to add to the point pools of other powers the
character possesses.
DODGE and ACC
Modifications:
Increase both levels at a cost of 30 points per. Increase either DODGE or ACC
at a cost of 15 points per level. Decrease ACC and DODGE reduces cost of power
by 10 points per level, with Average being the lowest level possible.
SWARM SIDEKICK: (Alternative Power) If all you
really want is a pack of rats to follow you around, may we suggest MASTER OF THE UNIVERSE. If you want to boss around some
otherworldly creature and his entourage, you probably need SUMMON. But for those of you who would like to have a pack
of flying monkeys or some other such neo-fantastic thing, a pack of normal critters
with a few gimmicks thrown in, there is an option to configure SWARM as
effectively a SIDEKICK. As with the character who has
SWARM as his centerpiece ability, you configure a separate character record for
the SIDEKICK. All of the basestats need to be
accounted for, minus 60 points. You then pay for the SWARM ability and whatever
other powers your SWARM SIDEKICK may have. Now you are not a pack of flying
monkeys. Instead you are a person with a pack of flying monkeys.
NOTE: The suggested set up
for a basic SWARM character would include also allocating for either the TRANSFORMATION or INTERNAL IMMUTABILITY.
That said, most SWARM characters are monsters and not standard issue science
fiction protagonists.
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