Horde

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Horde (Major) by Iczer

The character can break himself down into tiny creatures and moves like a swarm. The Character breaks down into a swarm of half-inch long creatures.

Number in the swarm: HP+SDCx2 (so a character with 30SDC and 20HP turns into a swarm of 100 critters).
Limited invulnerability: Most attacks cannot hurt a swarm. Deliberate attacks to a swarm (like crushing or slapping) kill 1d4 critters per attack. Such an attack may be dodged by the swarm (auto dodge vs melee attacks +4) Weapons are useless, but books slapped on a hard surface can destroy 2d4 critters. Smashing giant objects (statues, automobiles etc) kill 4d4 critters. Energy weapons inflict ¼ damage to the swarm as a whole, though spreading weapons, like flames, or wide attacks like explosions do full normal damage. Gas attacks are very effective, and are –2 to save against and have 50% greater effect. Every 2 damage suffered kills one critter.
Attacks: Swarms have 1 attack each, but may break up into groups of 50 (our above character can break up into 2 Hordes each with a single attack). Attacks are limited to blind, Distract, bite or infest.
Blind: By getting into a victims eyes, ears, and face the horde may reduce an attackers combat bonuses by 3.
Distract: By being irritating the character can lower initiative by 6 and cost an attack per melee.
Bite: By biting every round, the horde can 2d6 damage every melee.
Infest: After one melee of biting, the horde can attempt to burrow into a victim. This inflicts 2 HP every melee as they crawl into the ears, mouth and open wounds. This action causes distress to the individual units though. Every full minute of this attack destroys 2d4 critters.
Note that a single horde may spread it’s damage and effects over up to 3 individuals in a 14 foot radius.
Movement: The swarm moves at double the characters normal speed attribute, and can scale walls at his normal speeds. While the horde cannot fly, individual units may leap 15 feet high and can glide a further 10 (25)
Regeneration: The character regenerates by halving the number of remaining units left when he reforms to create a new pool of HP and SDC.
Combat bonuses: Each individual horde has a dodge of +2 and their attacks cannot be parried but must be dodged. Characters dodging a swarm’s attack lose half their attacks per melee doing so. Dodging two swarms lose all but 1 attack. Dodging three swarms lose all attacks. One cannot dodge more than 3 swarms. Swarms see in all directions and cannot be surprised. Swarms can track by smell at 65% +3% per level. Swarms have +6 initiative.
Vulnerabilities: Water kills any critters it comes into contact with. Individual swarms may not separate more than 50 feet from each other. Individual members die if moved more than 50 feet from a horde. Bio-ghost is devastating against such a group, inflicting 5 times damage.