Sunday, August 3, 2025

You who have broken us, are the first to cast the stone: Second legion:

Ching Yeh


Encounters: 

1: A group of 1d10 deserters extorting a caravan for supplies. 

2: 10 legionnaires or 5 ghosts hunting an NPC, they will signal peace and approach to ask for the whereabouts of the target, roll a d3 for target. 1-An NPC or monster in the party is opposed to. 2-A friendly or neutral NPC, 3-An important figure the party has yet to meet. 

3: 1d6 penitents, making pilgrimage to a local religious building, if night, sunday or ill weather is approaching, they will ask to make camp with the party. 

4: A group of 12 gangsters or mercenaries have subdued a ghost by nailing them to the floor with stakes. They are currently in a heated argument with a reluctant surgeon, insisting on harvesting the implants. The ghost has a ⅓ chance of being a deserter. 

5: 1d10 fugitive legionnaires and a war beast, travelling off of public roads. A much larger group of local government forces will show up 1d3 hours later asking for their location. 

6: A regular customs check for the party, composed of 10 legionnaires. Usually happens at sea or in the air. They will be visible from far away, and send the proper signals. If chatted up, they will give away any rumours or bullets you would wish in exchange for sugar, tobacco or alcohol.


Legionnaire:

AC: Light HD: 3 Str: 4 Speed: 2xhuman Actions: 2

-Blade: 5 slashing, multiattack, close combat. 

-Grappling hook: 12m/40ft, 3 damage on hit, will pull the user and the target together, depending on relative weight/anchoring. 

-Grenade: 12m/40ft, deserters have a ⅔ chance to only have d3 grenades split amongst the entire group. If they have a war beast, they will all have acid grenades instead. 

Stance: Cycle: Remove the need to breathe. 

Technique: Lupa: Make a movement action. 

If anyone uses this technique, everyone else in this combat that has this technique, has it forcibly activated. 


Variants: 

1: Diver: Speed half human when outside water. Gain armour as a +1 sealed suit. 

2: Winged: Gain flying, can transfer falling damage to a target beneath them. 

3: Rust beetle: Gain a rust rifle and a set of half plate, rarely encountered outside the graveyard of stars. 

4: Penitent: Lose grapple and grenades, cannot be a shorn. 

5: Tequihua: Gain 2 bio weapons and enough feeding tubes to reload them instantly. 

6: Ghost: Gain +1 HD +2 actions, Invisible on turns where it has moved 3m/10ft or less and not made any physical actions. 


Δ: Bio armour: +2HD, defence as plate, +1 strength, +3m/10ft movement. 


Δ Gorefiend: Drink 400L of blood from souled creatures you have personally killed. 

-Your unarmoured defense becomes as plate, and your fingers become as bodkins. In addition, the first time you die in a month, return to life with full hp and deal 3d6 radiant damage in a 9m radius after one round. Until you leave combat, you have an additional action and movement action. 

-Technique: Red right hand (2ap): Make a single attack with a hit roll of 1d20 (or 2d20, if you already were rolling 1d20, this is not advantage you can roll a 40), dealing 4d6 damage on a hit. 


Δ Shorn: Doubles every single number that would be beneficial to double. Always has Gorefiend, and are usually also ghosts with bio armour. Has a large collection of divine implant equivalents that can be used by warlocks of Yad Eshel and other second legion members, but nobody else. 


Shorn almost *never* travel alone, usually being in groups of 5, acting as the right hand of the war mage leading the formation. The exception is with groups of broken, who will have single ones who managed to complete the ritual themselves. 


Unparalleled: Automatically crits on all actions taken against npcs, In addition it takes an additional number [player number]/2 times a round outside its turn. Only one creature with this keyword can act this way, conservation of ninjutsu style. 


War beast: 

AC: Plate HD 8-12 Str: 6 Actions: 2

Speed: 2xhuman 

Attacks: 10 piercing/slashing, multiattack. 

Abilities: Climb and swim at full speed. 

Can hold up to 20 souls (usually holds less), can temporarily burn out a soul for a day to:

1: Cure itself of a status effect.

2: Produce 2 rations worth of fat or oil (1L). Subsisting only off of this has consequences.  

3: Produce 20L of pure water. 

4: Produce a single acid grenade. 


Variants: 

1: Artillery beast: Can launch a cluster of 5 grenades at up to 900m, this takes 2 turns.   

2: Abductor: Can hold up to 3 medium creatures live within. 

3: Bloodbrute: Has armour equivalent to black steel munition plate and the delta “Gorefiend”.


Grenades: 

1-Blood stiller: 3m diameter cloud of gas, 6 necrotic upon activation, move at half for next minute. Casting spells while afflicted causes saves vs failure and paralysis. 

2-Bone ripper: 1 target, 1d12 damage and save vs limb explosion (1d4 to select). 

3-Weeper: Removes sense of smell for a week, causes partial blindness (can't see more than 3m/10ft away) and complete deafness for an hour. Extremely painful. 

4-Foam: Dehydrate air in 30m radius, creates 3x3x3m cube of foam as hard as hemp at the end of the next round. Forms a 9x9x9m cube and forms instantly if submerged or partially submerged in water instead. 

5-Acid: Deals d6 acid damage in a 3m/10ft diameter. 

6-Breacher: Deals d12 force damage, 3m/10ft diameter, x3 dmg vs inanimate targets.


Rust rifle: acc 4, 90m/300ft, 1d12 piercing, anti materials. Targets have the largest metal object they 

are holding rusted. Magic or corrosion proof items are immune. 2 small, 800s. 

F: Targets clad or made from iron. *

-Takes 2 actions to reload, 1 to load in a steel bolt, another to load in a liter of fat, lantern oil or gasoline. 

-Emits a cloud of toxic smoke after firing. Creatures with unprotected lungs within 1m take d6 acid damage. 


Rust rifle fuel effects: 

1- Gasoline: +300m/1000ft range. 

2- Whale oil: Can fire 3 shots before needing to be refueled (so only 1 action to reload). +2 acc and deals +1d12 damage. 

3- Beast blood mixed with tallow: Gains +[monster HD] damage, depending on strength of beast. 

4- Demon blood: Automatically hits and seeks around corners, rust grows and spreads to other items it makes contact with. Deals 1d20 damage, each dose of demon blood stays in the gun forever and refuels automatically 1/battle (this does not stop you from loading in other fuel). 


Note: Only silver can make demons bleed. 


Ψ Broken: Style of the second legion. 

Stance: Cycle: Remove the need to breathe. 

Technique: Lupa: Make a movement action. 

If anyone uses this technique, everyone else in this combat that has this technique, has it forcibly activated. 

Technique: Strike: Release(1ap): Shatter a rusted sword to double damage and convert it to slash/force/poison damage. 

Technique: Kin: Rub iron dust into an open wound to heal necrotic damage, stop all bleeding, and restore 1 exhaustion. 

Lesson: You may pull a corroded blade or bolt from a pile of blood soaked rust. 


Note: Strikes are techniques that are activated on hit. Ap is = to attacks forgoed. 


Note: Multiattack just means you can attack multiple times if you have the actions. Also, regarding the shorn, the system this was made for has a max value for ac so I recommend not letting it go above your equivalent of plate+1.


Note: Acc is short for accuracy, so to-hit.


Note: You can replace blacksteel munition plate with adamantine, or your local superstrong material.

Jim Imp, War beast


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