I am Legion, we are many. From time to time you may take the shape of a person but in reality you are just a collection of tiny creatures all with a hive mind. This almost fluid nature allows you to slip around unnoticed like a shadow making you the perfect theif/rogue class.
- Flexible Morals: When someone tries to detect your alignment, you can tell them any alignment you like.
- Tiny Feet and Cubic Law: Gravity is not as big of a deal for you so you can’t lose your balance or be knocked over and you don’t take falling damage under 100ft.
- Fake: Choose a type of person—perhaps an occupation, rank, or other social role. You have a costume that allows you to disguise yourself as this kind of person—all you need do is don the clothes. Your actions might give you away, but your clothes and mannerisms will not. Each time you level up, choose another type of person that you can disguise yourself as.
WHEN YOU GAIN A LEVEL FROM 2-5, YOU MAY CHOOSE FROM THESE MOVES:
- Swarm: You swarm your enemy immobilizing him and doing +1d6 damage, he is immobilized as long as you hold him.
- Cover More Ground: You drop your form and scurry to a new location exceptionally fast, you can also slip through tight spaces limited only by your equipment size.
- Impersonation: When you disguise yourself as a specific person, roll+CHA. On a 10+, only that person’s most intimate associates can tell the difference. On a 7-9, only those who do not know the person are fooled.
- Following: When you follow or shadow someone, roll+DEX. On a 10+, you find out exactly what they’re up to without arousing suspicion. On a 7-9, it’s either an impression of their doings or you can reveal yourself to learn more.
WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THESE MOVES AS WELL AS THE LEVEL 2-5 MOVES:
- Disguise: When you have time and materials, you can create a disguise that will fool anyone into thinking you’re another creature of about the same size and shape. Your actions can give you away but your appearance won’t.
- Escape Route: When you’re in too deep and need a way out, name your escape route and roll+DEX. On a 10+, you’re gone. On a 7-9, you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what.
- Unseen Hand: When you leave a room or other location, you can name something small that you saw that no one else was using or studying. You took it.
- Death by a Thousand Bites: Swarm does +2d6 damage instead of +1d6.
Black text moves come from the Class Warfare book by Johnstone Metzger (and could even come from another source as well) or have minor variations
Red text moves are moves that are either completely unique or inspired by other moves but not simply a translation