With a touch, you attempt to put your soul temporarily into an undead.. The target must attempt a Will save.
Success The target is unaffected.
Failure You immediately fall unconscious and you awake into the undead body. It has the hit points and abilities it had before and you maintain your mental faculties but can not use any abilities you normally have. The spell has a duration of 1 hour, your physical body takes any damage, the undead us destroyed, the undead moves more than one mile away from your body or leaves this plane, or you end this spell as an action .
As you complete this spell you touch a mindless undead creature that you do not control. If that creature fails a Wisdom saving throw, you fall unconscious and your mind takes over the body of the creature. You pilot the creature’s body as if it were you own. If your body takes damage, you move more than one mile away, your body or the undead move to another plane, or the duration expires, you instantly snap back to your body. You are able to do all actions the creature could do before and you maintain you mental abilities, but you can not use abilities you posses like spell casting or speech if the creature you possesses does not have them.
Prerequisites: Character level 6th, soldier, Hit-and-run primary fighting style.
Benefit: You may use opening volley for the first three turns of combat. When you use rapid recovery, you can ignore two sperate conditions instead of one. In addition, when you make a full attack, you can make either two guarded steps or move up to your full movement. This ability replaces the abilities of Nimble Fusillade.
Working our way through them all-now on to the Soldier guard!
Time to build out the fourfold tactician.
HONOR GUARD(COMBAT)
You are the bulwark for those you protect.
Prerequisites: Character level 6th, soldier, guard primary fighting style.
Benefit: When you use your guards protection ability, you can elect to take all the damage from the attack. When you use rapid recovery, you can ignore two sperate conditions instead of one.
Basics– Secure, Contain, Protect! SCP is probably the internet’s best and worst kept secret. The SCP is the largest collaborative storytelling project in the world, outside of the Lovecraft Mythos, and all of the Lovecraft Mythos fits into the SCP! The SCP is a clandestine organization that is lawful neutral at best, doing horrible things in the name of saving as many as they can. Players take the roles of SCP personnel, attempting to deal with the things that bump in the night and hopefully kill as few as they can along the way. Let’s look at the pieces.
Breakdown-
Base mechanics- Character generation is point buy, but you buy dice. When you do anything you roll up to four dice. From those four dice you take the maximum of two of them and add any skill ranks you have in the action. If you hit the difficulty, you succeed!
Dice-This game uses everything from D8s to d20s. When you buy dice, for every three D8s you buy, you can then buy 1d10. This gives you an extra bonus. For every two d10s you buy, you can buy a d12 and get an additional bonus. You can build an absolute unit for strength but if you can’t do intelligence actions, you will have some major problems! Remember your team when you build characters.
Exploding dice-If you roll the maximum result you get an extra dice that you roll and use. You can get some truly powerful rolls when your D12 explodes into a d20!
The rest-The rest of the system breaks down like most other similar systems with lots of skills. The skills are the bread and butter of this game as you focus your abilities to do awesome stuff.
Now the breakdown!
Mechanics or Crunch-This game feels like a fun remix of Savage Worlds. The idea of different sized dice and the mix of multiple dice means you get more average results. I love random dice, but sometimes you just get hosed by probability. When you throw four d12 at a problem, the law of averages doesn’t bite you as hard as it can, most of the time. It’s simple and easy to play. This system’s only problem is there are a ton of skills. The good of a ton of skills is you can truly build that character you have in mind. The bad of a ton of skills is your awesome mountain man can be lost in the big city as overspecialization is fun but if you are not keyed into the adventure, it can lead you to be sidelined. That’s the only real issue I have with the crunch here, so this is a solid system!. 4.5/5
Theme or Fluff– SCP, are you the good guys or the bad guys? YES! The fluff here backs up the nature that the SCP are here to help, but maybe not here to help you in particular! If you want to play a morally grey character, then this gives you the solid background to do it well. 5/5
Execution– PDF? Yes. Hyperlinked? Yes. I like the layout, the text, and the makeup of the whole book. There are pregens and an adventure to get you playing right away. I really love how the character creation is set up with step by step instruction, even pointing to the areas on the character sheet. My one minor problem is some of the set up. The book divides itself based on the class of personnel. Which isn’t bad, but it means you have to go to multiple places to see all the toys and equipment. It’s not a major issue, but a small annoyance. Otherwise, this is a solid book that shows how I want things done. 4.9/5
Summary– Let’s not be a bad guy, let’s not be a good guy, let’s be the one keeping everyone safe. The SCP is a fun playground where horrible things are done to prevent something even worse. That’s a fun setup and combined with solid mechanics and an amazing book this is well worth your money. If you like Savage Worlds and want the best collaborative horror you can find on the internet in your game, this is a solid addition to game night. 96%