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by: Hector Rene' Segovia
Forward
First and foremost, I must say that this game was highly inspired by Army Ants (as if you hadn't noticed already). I freely announce this because I don't want others thinking I ripped it off. So allow me to explain the differences here.
In Army Ants, you are an ant, fully clad in army fatigues wielding M16s and driving jeeps. This is not the case in Buggz. In Buggz, you have wide array of bugs to choose from, and technology is not advanced like in Army Ants. In addition, my system is totally original. Now lets get on with the game.
Introduction
The world we live in is called Banther. On Banther, bugs are the largest form of life. This, in no way, means they are large. They are pretty much the same size as they are here on Earth, as is the plant-life and landscape. So bugs live a life free of the fears of predators other than themselves. On this planet, the Manna level is extremely high, giving some the ability to tune themselves to it and use it. This also gives bugs a very high intelligence (relatively speaking). In Buggz, you play the role of one of these tiny life forms.
Making a Bug 1.0: The ins and outs of the character
There are several items to point out on the Buggz Character Sheet
Brains: Brains is the overall intelligence of your bug.
Braun: Braun is the muscle your bug carries.
Armor: Armor is the strength of the exoskeleton that surrounds your body.
Reflex (Spd): This is a measure of how fast you react in combat. It is also how fast you can run when you can't fight.
Flight: Not all bugs can fly, but those who can have this stat. This is a measure of how agile a bug is in the air. In addition, it will be labels as Jump or Fly. Some bugs do not fly, but can jump significantly high and far enough to warrant measurement of its use.
Manna: Manna is a measure of the connection a bug has with the planet
To determine what these Stats will be, you must first decide what kind of bug you would like to play. They are explained in the following section. The next thing you will notice is the section called Dispositions. These are the inherent mental and social problems a bug carries simply for what he/she is. The dispositions are explained here to save space and time.
Loyalty: Bugs that nest or hive generally have loyalty. This means they would go to the extent of siding with a personal enemy against their friends just because of their species. There is a 10% chance of breaking loyalty for the moment if the player chooses to try.
Paranoia: Paranoia is assigned to those whose lifestyle is riddled with oppression. Some bugs are just naturally prey to others. In order to enter combat, a bug must first make a paranoia check. The bug has a 35% chance of putting aside his fears and entering battle.
Social Stigma: Some bugs are naturally untrustworthy. This doesn't mean that the bug is a liar, but because of who he is, his word means nothing. Nobody trusts a bug with the Social Stigma.
Short-fused: Bugs with this Disposition have a very bad temper. This doesn't mean they are always violent. But if someone seems to be aggravating, annoying or threatening to a bug with a short fuse, there is a 45% chance that a reflexive punch will be thrown regardless of how outmatched he is.
Skills are the inherent abilities bugs have because of their species. All bugs know at least 3 skills. To determine how many additional skills a bug may have, roll a d4. Skills may only be chosen from the list provided for their species. Magic users may also choose from the Magic List. Make sure to note the Stat next to the skill as well. The purpose for this is explained later.
The final part of the sheet is the Optional Bugs section. Some bugs have similar traits giving them a slight resemblance to other bugs. This section contains other bugs that may be played with this bugs template. It also contains modifications that must be made. If you are playing an Optional Bug, you must take a highlighter and highlight the Bug you are playing.
Diet is what the bugs diet consists of.
Making a Bug 1.1: Bugs
The profiles of these bugs are highly inaccurate and quite incomplete. For the sake of the game, they have been simplified. For example, I am very aware that:
*Ants have a stinger, mine do not.
* Ants' sense of family is limited to their nest and mine are not.
But then again, bugs don't perform magic either.

ANT
STATS
Brains (2d6) _____
Braun (3d6) _____
Armor (3d6) _____
Reflex/Spd (3d8) _____
Flight (---)
Manna (---)
DISPOSITIONS
Loyalty, Short Fused
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Dig (Brains) - Bug may burrow holes and caverns with
engineering accuracy.
Pincers (Braun) - Without this skill, pincers are useful
only for eating and holding light objects. With the skill,
however, they become a useful weapon in combat doing damage equal
to Braun+1d10 (provided they have made a successful reflex check
to grab on).
Strength Feat (Braun) - Bugs can lift an enormous amount
of weight compared to their size. This allows a bug to lift a
great capacity, or lob a moderate capacity great distances.
Melee (Reflex) - All bugs can fight, but only with this
skill can they make use of weapons.
Scrounge Food (Brains) - This is the bug's ability to find
sustenance. During the winter this skill cannot be used.
Intimidate (Brains) - A successful use of this skill gives
the target a 30% chance of running.
Subdue Anger (Brains) - When a bug fails his Short-fuse
check, he may chose to Subdue Anger by making a successful roll
on this skill.
DIET: Plants & Seeds
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Termite
Braun (1d6)
Flight (5)
Manna (3d6)
Skills Pincers and Strength Feat are replaced
with Magic Use.
Diet: Wood
Locust/Grasshopper
Flight (Fly-Locust/Jump-Grasshopper) 5
Skill Pincers is replaced with Kick
Kick (Reflex) - Hard blow causing Braun+1d8 Damage

PRAYING MANTIS
STATS
Brains (3d6) _____
Braun (3d6) _____
Armor (2d6) _____
Reflex/Spd (2d6) _____
Flight (Fly) 5
Manna (3d8) _____
DISPOSITIONS
Social Stigma
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Magic Use (Manna) - Bugs with a magical aptitude must take
this skill in order to be able to use it. Once taken, they may
choose spells from the magic list in place of skills.
Hands (Braun) - Without this skill, hands are useful only for holding light objects. With the skill, however, they become a useful weapon in combat doing damage equal to Braun+2d6 (provided they have made a successful reflex check to grab on).
Intimidate (Brains) - A
successful use of this skill gives the target a 30% chance of
running.
DIET: Other Bugs
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO

WORM
STATS
Brains (3d8) _____
Braun (3d6) _____
Armor (1d6) _____
Reflex/Spd (1d6) _____
Flight (---)
Manna (3d10) _____
DISPOSITIONS
None
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Dig (Brains) - Bug may burrow holes and caverns with
engineering accuracy.
Strength Feat (Braun) - Bugs can lift an enormous amount of weight compared to their size. This allows a bug to lift a great capacity, or lob a moderate capacity great distances.
Magic Use (Manna) - Bugs with a magical aptitude must take this skill in order to be able to use it. Once taken, they may chose spells from the magic list in place of skills.
Mount (Reflex) - The bug can
carry 2 other bugs. This allows for rest & sleep over long
distance trips.
DIET: Soil
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Caterpillar
Skill Dig is replaced with Silk
Silk (Reflex) - This gives the Bug the ability to spin
Silk. Caterpillars, however, do not have a melee skill and can
make no use of the silk. Others, however, might.
Diet: Plants

SPIDER
STATS
Brains (2d6) _____
Braun (3d8) _____
Armor (2d6) _____
Reflex/Spd (3d8) _____
Flight (---)
Manna (---)
DISPOSITIONS
Social Stigma, Short Fused
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Dig (Brains) - Bug may burrow holes and caverns with
engineering accuracy.
Silk (Reflex) - This gives the Bug the ability to spin Silk. Must have a Melee skill to use silk that has already been spun in combat.
Strength Feat (Braun) - Bugs can lift an enormous amount of weight compared to their size. This allows a bug to lift a great capacity, or lob a moderate capacity great distances.
Melee (Reflex) - All bugs can fight, but only with this skill can they make use of weapons.
Fangs (Reflex) - This allows the Bug to use its fangs in combat. Fangs contain Venom (see venom rules in the combat section)
Intimidate (Brains) - A successful use of this skill gives the target a 30% chance of running.
Subdue Anger (Brains) - When a
bug fails his Short-fuse check, he may chose to Subdue Anger by
making a successful roll on this skill.
DIET: Other Bugs
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Scorpion
Silk is replaced with Tail Use.
Tail Use (Reflex) - This allows the Bug to use its tail in
combat. A whip or bash of the tail does normal Melee damage.
However, the stinger at the end contains Venom (see venom rules
in the combat section)
FLY
STATS
Brains (2d6) _____
Braun (3d6) _____
Armor (1d6) _____
Reflex/Spd (3d8) _____
Flight (Fly) 15
Manna (---)
DISPOSITIONS
Short Fused
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Melee (Reflex) - All bugs can fight, but only with this
skill can they make use of weapons.
Strength Feat (Braun) - Bugs can lift an enormous amount of weight compared to their size. This allows a bug to lift a great capacity, or lob a moderate capacity great distances.
Scrounge Food (Brains) - This is the bug's ability to find sustenance. During the winter, however, this skill cannot be used.
Sticky Feet (Reflex) - Bugs which make a successful Sticky Feet check may grab on to any surface.
Reflexive Intuition (Reflex) - Before an initiative is rolled, All flies make a Reflexive Intuition check. If successful, the Bug automatically goes first. Multiple Bugs with successful Reflexive Intuition checks are considered to have gone at the same time.
Intimidate (Brains) - A successful use of this skill gives the target a 30% chance of running.
Subdue Anger (Brains) - When a
bug fails his Short-fuse check, he may chose to Subdue Anger by
making a successful roll on this skill.
DIET: Rotting Fruit and its Bacteria
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Mosquito
Diet: Water Bacteria

WASP
STATS
Brains (2d6) _____
Braun (3d6) _____
Armor (2d6) _____
Reflex/Spd (3d6) _____
Flight (Fly) 10
Manna (---)
DISPOSITIONS
Social Stigma, Short Fused
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Dig (Brains) - Bug may burrow holes and caverns with
engineering accuracy.
Melee (Reflex) - All bugs can fight, but only with this skill can they make use of weapons.
Pincers (Braun) - Without this skill, pincers are useful only for eating and holding light objects. With the skill, however, they become a useful weapon in combat doing damage equal to Braun+1d8 (provided they have made a successful reflex check to grab on).
Stinger Use (Reflex) - This allows the Bug to use its stinger in combat. Stinger contains Venom (see venom rules in the combat section)
Intimidate (Brains) - A successful use of this skill gives the target a 30% chance of running.
Subdue Anger (Brains) - When a bug fails his Short-fuse check, he may chose to Subdue Anger by making a successful roll on this skill.
Strength Feat (Braun) - Bugs can
lift an enormous amount of weight compared to their size. This
allows a bug to lift a great capacity, or lob a moderate capacity
great distances.
DIET: Other Bugs
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Bee
No Dispositions
No Pincers
Manna (1d6)
DIET: Pollen

CENTIPEDE
STATS
Brains (2d6) _____
Braun (3d8) _____
Armor (1d6) _____
Reflex/Spd (3d10) _____
Flight (---)
Manna (---)
DISPOSITIONS
Social Stigma
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Dig (Brains) - Bug may burrow holes and caverns with
engineering accuracy.
Melee (Reflex) - All bugs can fight, but only with this skill can they make use of weapons.
Pincers (Braun) - Without this skill, pincers are useful
only for eating and holding light objects. With the skill,
however, they become a useful weapon in combat doing damage equal
to Braun+1d8 (provided they have made a successful reflex check
to grab on).
Stinger Use (Reflex) - This allows the Bug to use its stinger in combat. Stinger contains Venom (see venom rules in the combat section)
Intimidate (Brains) - A successful use of this skill gives the target a 30% chance of running.
Mount (Reflex) - The bug can carry 2 other bugs. This allows for increased speed over long distance trips.
Strength Feat (Braun) - Bugs can
lift an enormous amount of weight compared to their size. This
allows a bug to lift a great capacity, or lob a moderate capacity
great distances.
DIET: Other Bugs
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Millipede
No Dispositions
No Pincers
Brains (1d6)
Armor (3d6)
Manna (2d6)
Diet: Soil

BUTTERFLY
STATS
Brains (3d6) _____
Braun (1d6) _____
Armor (1d6) _____
Reflex/Spd (2d6) _____
Flight (Fly) 10
Manna (3d10) _____
DISPOSITIONS
None
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Melee (Reflex) - All bugs can fight, but only with this
skill can they make use of weapons.
Magic Use (Manna) - Bugs with a
magical aptitude must take this skill in order to be able to use
it. Once taken, they may chose spells from the magic list in
place of skills.
DIET: Pollen
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Moth
Diet: Plants & Blossoms

DRAGONFLY
STATS
Brains (2d6) _____
Braun (1d6) _____
Armor (2d6) _____
Reflex/Spd (2d6) _____
Flight (Fly) 15
Manna (3d6) _____
DISPOSITIONS
None
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Melee (Reflex) - All bugs can fight, but only with this
skill can they make use of weapons.
Magic Use (Manna) - Bugs with a magical aptitude must take this skill in order to be able to use it. Once taken, they may chose spells from the magic list in place of skills.
Intimidate (Brains) - A successful use of this skill gives the target a 30% chance of running.
Mount (Reflex) - The bug can
carry 2 other bugs. This allows for increased speed over long
distance trips.
DIET: Pollen
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Stick Bug (Walking Stick)
Fly (---)
Skill Intimidate replaced with Camouflage
Camouflage (Brains) - Stick can blend with surroundings at will as long as it makes a successful roll and takes no further actions. Any movement instantly cancels it.
BEETLE
STATS
Brains (1d6) _____
Braun (3d8) _____
Armor (3d10) _____
Reflex/Spd (1d6) _____
Flight (---)
Manna (---)
DISPOSITIONS
None
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Dig (Brains) - Bug may burrow holes and caverns with
engineering accuracy.
Ram (Reflex) - This powerful attack does Braun + 2d10 damage.
Pincers (Braun) - Without this skill, pincers are useful only for eating and holding light objects. With the skill, however, they become a useful weapon in combat doing damage equal to Braun+1d8 (provided they have made a successful reflex check to grab on).
Swim (Reflex) - Regardless of its great size, the beetle is a very good swimmer. But without the skill, it'll just sit there and accept death.
Intimidate (Brains) - A successful use of this skill gives the target a 30% chance of running.
Mount (Reflex) - The bug can carry 2 other bugs. This allows for rest & sleep over long distance trips.
Strength Feat (Braun) - Bugs can
lift an enormous amount of weight compared to their size. This
allows a bug to lift a great capacity, or lob a moderate capacity
great distances.
DIET: Plants & Seeds
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Rhino beetle
Skill Pincers is replaced with Horn.
Horn (Reflex) - A strike with this does Braun + 2d6 damage.
Skill Ram is increased to 3d6 with a 20% chance of breaking the horn (horn re-grows in several days).

GNAT
STATS
Brains (3d10) _____
Braun (1d6) _____
Armor (1d6) _____
Reflex/Spd (2d6) _____
Flight (Fly) 5
Manna (3d8)
DISPOSITIONS
Paranoia
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Melee (Reflex) - All bugs can fight, but only with this
skill can they make use of weapons.
Magic Use (Manna) - Bugs with a
magical aptitude must take this skill in order to be able to use
it. Once taken, they may chose spells from the magic list in
place of skills.
DIET: Bacteria
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Mayfly
No changes
COCKROACH
STATS
Brains (2d6) _____
Braun (3d6) _____
Armor (3d8) _____
Reflex/Spd (3d6) _____
Flight (Jump) 5
Manna (---)
DISPOSITIONS
Family, Social Stigma, Short-Fused
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Dig (Brains) - Bug may burrow holes and caverns with
engineering accuracy.
Intimidate (Brains) - A successful use of this skill gives the target a 30% chance of running.
Melee (Reflex) - All bugs can fight, but only with this skill can they make use of weapons.
Strength Feat (Braun) - Bugs can lift an enormous amount of weight compared to their size. This allows a bug to lift a great capacity, or lob a moderate capacity great distances.
Scrounge Food (Brains) - This is the bug's ability to find sustenance. During the winter, however, this skill cannot be used.
Subdue Anger (Brains) - When a bug fails his Short-fuse check, he may chose to Subdue Anger by making a successful roll on this skill.
Scurry (Reflex) - During a
scurry, the cockroach cannot be hit by anything but a critical
success. However, the cockroach can do nothing else. (Lasts for
the remainder of the combat or until the roll fails. On a failed
roll, the cockroach cannot act until the following round.
DIET: Rotting Fruit
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
OPTIONAL BUGS
Junebug
Brains (1d6)
Flight (Fly)
Diet: Plants & Seeds

WATER STRIDER
STATS
Brains (3d6) _____
Braun (1d6) _____
Armor (1d6) _____
Reflex/Spd (3d6) _____
Flight (---)
Manna (2d6) _____
DISPOSITIONS
None
SKILLS Stat
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
_________________ _____
SKILLS LIST
Water Walk (Reflex) - This allows the Water Strider to
actually Walk on Water as if it were land.
Mount (Reflex) - The bug can carry 1 other bug. This allows for quick & Safe trips over water.
Magic Use (Manna) - Bugs with a
magical aptitude must take this skill in order to be able to use
it. Once taken, they may chose spells from the magic list in
place of skills.
DIET: Water Bacteria
LIFE:
OOOOOOOOOOOO
OOOOOOOOOOOO
Making a Bug 1.2: The Spell List
Plant Growth - Increase or Decrease a plant's size up to 75 percent. Unlimited Use
Plant Meld - Hide in (meld with) a plant as if a ghost. May be cast on others. Will cancel once plant is exited. May be cast 3 times per day.
Earth Meld - Like Plant Meld
Magic Strike - An invisible sphere with a trail of visible gold sparkles flies from the caster's hand and ignores the target's armor doing 1 damage. Unlimited Use
Heal - Heals 1d4 Life points. (May only be cast once per target.)
Flight 5 - Grants the target (may be cast on others) the ability to fly at 5 for the remainder of the combat or 5 minutes (whichever comes first). May be cast once per day.
Detox - Cures the effects of venom.
Create Weapon - Caster may take a stick or twig and form it into a lance-like weapon similar to a cactus needle. May be cast 3 times per day. Weapon is permanent.
Sticky Feet - Grants the target Sticky Feet for the remainder of the combat or 5 minutes (whichever comes first). May be cast once per day.
Subdue Anger - Always in effect. If a Short Fuse goes off within the area of the caster (about arm's length), then the caster makes a Manna check. If successful, the spell calms the target down before he is able to strike.
Magical Exoskeleton - Grants the target +2d6 armor for the remainder of the combat or 5 minutes (whichever comes first). May be cast once per day.
Water Walk - Grants the target the ability to freely walk on water. Last for 5 minutes. May be cast once a day.
Combat 1.0: The Two Systems
There are two different systems that this game can be used with. I designed this system to run with a d30 because I wanted to find a use for it. Many people have d30's and don't even know why. The d30 system is the most versatile for the GM as it incorporates difficulty levels. However, not everyone has a d30, so I have a d20 system as well.
Combat 1.1: The d30 System
Initiative
Initiative is performed to determine the order in which bugs may
act during combat. To determine initiative;
1) Flies all make their Reflexive Intuition roll. Successful
rolls perform their actions first (considered to happen at the
same time). Unsuccessful rolls act with the rest of the party.
2) The Rest then roll Spd+1d6 and act starting with the highest.
Ties are broken with another d6 roll.
Skill Checks
A skill check is used to determine if a skill is successful or
not. There are two types of skills: Implied & Inherent.
Implied skills are skills that are assumed to be known (i.e. Run,
Jump, Think, Brawl). Others are inherent to the bug's species (i.e.
Pincers, Silk). They are both performed the same way: First the
GM must assign a difficulty level:
Easy = +10
Average = +5
Hard = +0
Never been done before = -5
Defies the laws of Physics = -10
Now determine what stat would best suit the skill (for implied)
or use the one supplied (for inherent) and apply the modifier.
EX: Our bug wants to leap into the air and perform 5 back flips
then land on his pinky. The difficulty can be pretty much "Never
been done before". The bug must now roll below the target
number on a d30.
Our Bug has a Reflex of 16 (Pretty good!).
Reflex = 16
Never been done before = -5
Target Number = 11
d30 roll = 19
I hope he won't be needing that pinky anytime soon.
It is possible for a player to have target numbers above 30 and
below 0. This is acceptable as there are critical failures and
successes.
Critical failures & Successes
A roll of a 1 is automatic success regardless of the target
number, whereas a critical failure (roll of 30) is automatic
failure with the worst possible result (i.e. possible hitting an
ally).
Armor and Damage
Whenever a player hits another, damage is rolled. Damage is
normally determined by rolling a d6 and adding Braun. However, a
weapon adds d4 additional damage. But before any damage can be
done, they must first exceed the Armor. Once done, damage is done
in full. The target may make an Easy armor check.
Example:
An Ant with a Braun of 8 and holding a Cactus Needle attacks
another Ant with an armor of 12. The following is assuming the
attack hit.
Ant rolls a 5 on his d6 and a 1 on his d4 (for the cactus needle).
That's 14 when you add his Braun. 5+1+8=14. The target ant then
must make his Easy armor test. 12 (armor) + 10 (easy) = 22. He
then rolls a d30
24. The armor check has failed and the
armor is pierced doing the full 14 damage.
Damage counters are then erased from the character sheet. All
players start with full (24) counters.
A critical success, on the other hand, would ignore armor and do
full possible damage, (i.e. 8+6+4 = 18)
*Note* Armor cannot take damage indefinitely. Whenever armor is
pierced, the next armor check will be Average. The next from that
is Hard, etc. After a full night's rest, though, the armor is
fully healed.
Healing & Venom
A player with damage or Venom is fully healed after a full
night's rest.
Combat 1.2: The d20 System
Initiative
Initiative is performed to determine the order in which bugs may
act during combat. To determine initiative;
3) Flies all make their Reflexive Intuition roll. Successful
rolls perform their actions first (considered to happen at the
same time). Unsuccessful rolls act with the rest of the party.
4) The Rest then roll Spd+1d6 and act starting with the highest.
Ties are broken with another d6 roll.
Skill Checks
A skill check is used to determine if a skill is successful or
not. There are two types of skills: Implied & Inherent.
Implied skills are skills that are assumed to be known (i.e. Run,
Jump, Think, Brawl). Others are inherent to the bug's species (i.e.
Pincers, Silk). They are both performed the same way.
First determine what stat would best suit the skill (for implied)
or use the one supplied (for inherent) and apply the modifier.
EX: Our bug wants to leap into the air and perform 5 back flips
then land on his pinky. The bug must now roll below the target
number on a d20.
Our Bug has a Reflex of 16 (Pretty good!).
Reflex = 16
D20 roll = 19
I hope he won't be needing that pinky anytime soon.
It is possible for a player to have target numbers above 30 and
below 0. This is acceptable as there are critical failures and
successes.
Critical failures & Successes
A roll of a 1 is automatic success regardless of the target
number, whereas a critical failure (20) is automatic failure with
the worst possible result (i.e. possible hitting an ally).
Armor and Damage
Whenever a player hits another, damage is rolled. Damage is
normally determined by rolling a d6 and adding Braun. However, a
weapon adds d4 additional damage. But before any damage can be
done, they must first exceed the Armor. Once done, damage is done
in full. The target may make an Easy armor check.
Example:
An Ant with a Braun of 8 and holding a Cactus Needle attacks
another Ant with an armor of 12. The following is assuming the
attack hit.
Ant rolls a 5 on his d6 and a 1 on his d4 (for the cactus needle).
That's 14 when you add his Braun. 5+1+8=14. The target ant then
must make his armor test: 12 (armor), rolls a d20
14. The
armor check has failed and the armor is pierced doing the full 14
damage.
Damage counters are then erased from the character sheet. All
players start with full (24) counters.
A critical success, on the other hand, would ignore armor and do
full possible damage, (i.e. 8+6+4 = 18)
*Note* Armor cannot take damage indefinitely. Whenever armor is
pierced, the next armor check will at -2, then 5, then -10. If
armor is reduced to 0 it is worthless. After a full night's rest,
though, the armor is fully healed.
Example: Armor of 12 has been pierced. The next armor test will
be at 10. If that is pierced, the next will be at 5.
Healing & Venom
A player with damage or Venom is fully healed after a full
night's rest.
More Buggz!
You are not limited to the bugs in this
game. Use your imagination but balance them well. Here's a good
rule of thumb. For every high stat, give a low, and if its weak,
give it Manna. 3d10 is only assigned for signature (defines the
species) features.
For every: Give a:
1d6 3d8
2d6 3d6
3d6 2d6
3d8 1d6
Scenarios
Long, Hard Winter
A wise mantis has warned an Ant colony of an impending Early
Winter. As a result, they have stocked up on food. Because of
close friends within the nest, a handful of other species have
been allowed to shelter and feed with them, free of persecution.
(this allows the players to play species' other than ants).
A problem has arisen. Other bugs have received word of the gold
mine of food that the colony has stock-piled and plan to invade.
Little by little, they have been arriving and raiding. So far the
Ants have been able to fend them off.
As if that's not enough, there are a handful of Ants that
disagree with the idea of having the (other species) party in
their colony, and regularly harass and fight them.
(This makes for a great campaign as well since it lasts all
winter).
Lost
The party had already been out in search of food after the Long
Hard Winter, but crops don't seem to be growing yet. Food
scrounging difficulty is "Never Been Done Before". In
the midst of the search, a sudden rain has hit and the ground was
too hard to dig a shelter. As a result, the rain and wind has
blown them far away.
Now the party has collected itself and a night's rest has taken
place. The idea so far is to get back home
but how? The
smartest of the group (check Brains) has recommended that they
use the Sun to their advantage (he's right, but don't tell them
this). So far, the plan has worked. The Great Tree (to be used in
later adventures) at the center of their land can be spotted on
the horizon (if someone climbs to the top of a plant to see).
In order to get home, though, they must enter a hostile territory
where bugs are at war. The reasons are unknown, and nobody cares.
If the party is curious, nobody will talk or tell them.
Everyone's concern is combat.
FIRST ARMY
Spiders, Centipedes, Wasps & Praying Mantis
OTHER ARMY
All other Bugs
Really, the combat is due to the fact that the first army (carnivorous
in nature) is claiming superiority and rule. The others are
declaring independence. The party will be caught in the middle (a
great time to be imposing the LOYALTY disposition.).
(Whether they get home or not is up to you.)
The Great Tree
OK, so this sounds like "The Tree of Life" or "The Mana Tree", it is not. It is HUGE, but has no spiritual bearing as the preceding two. The tree got this name after a fire that once scorched the land during a dry Autumn. Everything burned, including the tree, but those who survived, lost hope that life could survive in this region ever again. At that moment, a budding leaf unfolded on one of the branches. Fire had never been a problem before, but it was then that bugs realized that a good fire is healthy to spark up new life. The Following spring was fruitful, and it's subsequent winter was no problem due to the year's harvest. With that out of the way, now what?
The Great Tree is threatened once again. A swarm of termites have arrived from another land that has been scorched by fire, rendering their food source worthless. While termites have feasted on the tree for ages without a problem, they are just too numerous, and refuse to leave now that they have found their Eden. Local termites are duty-bound to their race, but know the history of the tree and are aware that it will not survive this invasion much longer.
Dream Big Dreams
Long ago, a moth-egg hatched a grub with two special gifts. The
first, and obvious, was the ability to talk. The second was a
recurring dream involving knowledge that is beyond the
comprehension of a grub. It was always the same:
"As I lay at the canopy of
grass blades, I stare at the stars of this beautiful night. The
great tree is far in the distance. This is abnormal as I doubt my
mother would allow me to venture far from the center of our home,
but there I am. Seconds after I enter the dream, I realize that I
am not in my body, but a thirt-person-perspective, watching life
happen around me. The peace is broken when I find, in the land
below, something very subverged is happening. Four bugs of
unknown species are sneaking like assassins from grass-blade-to-weed-to-grass-blade.
Their motive is unsure, and I am unable to do anything or warn
anyone as I am simply an observer. I now begin to fly over to The
Great Tree where I see a celebration happening. It is nothing
important. It appears to be more for community fun rather than
for any other reason. It is then that I see myself in my cradle,
asleep and lost in dreams, rocked into my slumber by the
embracing noise of happiness. Amid the celebration, it is easy to
go un-noticed, that the "assassin-like" bugs have taken
me."
This
never happened... until...
Later, the "Dreamer" as they called her, bacame a moth,
as all moth-grubs do. Recently, her agg hatched a child. Being
that this was the "Dreamer", this was cause for
celebration. During which, her child was taken. However, all is
not lost. The bugs in question were unknown at the time of the
dream, but they are known now. During the last winter, a nest of
small, strange arachnids was discovered. They still do not have a
name other than "them", "they", "the
strange ones". No one has dared attempt to sneak into their
nest to find out more about them. Now, there is no choice. The
child of the dreamer can benefit ALL who dwell by the great tree,
so it is to every species' advantage to save the child.
The arachnids:
Ever see those small, black spiders that move like madmen, but
have no other purpose? The seem to live their life running from
nothing. Rather than intimidating beastly spiders, they seem like
black ovals, unrelated to spiders, seeking a quiet place to die...
and never finding it. Such are these. We will simply name them,
"The Arachnids". While this class is very general by
name, we shall assume from here on that these little guys are
whom we speak of. For the sake of the bug-class, we shall treat
them as spiders with no venom, no web ability, a REF (Spd) of 3d10
and a Braun of 1d4. It will be up to the GM to give them skills
fitting those of an assassin-like creature.
In the Nest: When entered, the party will discover that the queen
(Braun 3d6 and REF 2d6) wishes to allow her grubs to devour the
child when they hatch. Doing so would allow the blessing of 90%
of the grubs becomming queens, ensuring the grown of several
colenies in a short time. This, in the end, would probably bring
their life of constant paranoia to an end, and bring on a new
life of reign, and instilling fear upon Others for once.
In teh nest, they will make their way to the nursery, where the
queen and an unGodly amount of arachnids. A good balance (believe
it or not) is 3 arachnids per party member. If this is too easy,
add more. If it is too hard, fake initiative failures, making it
easier for the party. To bring the feeling of rush and impending
doom, allow the eggs to begin hatching. The truth is, they will
never reach the child. We wouldn't allow that. We just want the
party to have a good time if they live. If they die, then we can
assume that the grub was eaten.
Use this to your advantage, GM. If they succeed, and they should,
the grub (and eventually Moth) can "Dream-up" other
adventures. You don't need an excuse to start or gather the party.

Just thought you might enjoy a picture of the family. Of course
the Optional Bugs aren't here
. Maybe I should do drawings
for them and remove the Optional Bugs section all together
.
I don't know. Well
hope you enjoy the game. Good luck and
have fun.
- Hector "Nicodemus" Rene' Segovia
Supplemental Information and Errata for Buggz
Introduction
When I first wrote this game, I was bored. My influence was the
fact that I was sick and tired of spending an evening creating
characters and everyone having to leave by the time they were
done. While B-Movie is GREAT for speedy characters, some people
want a good fantasy rather than a horror.
In an attempt to finally get a game going, I quickly began to tear-up my home looking for Army Ants. It was nowhere to be found. It was then that I decided to write a game. I had already determined I wanted a Fantasy, but my problem was this: there are too many fantasies to compete with. Might-as-well just play D&D. So I decided to take Army Ants and Fantasize it. Besides, Big Guns tend to drop IQ's a bit. Don't get me wrong, I LOVE big guns. But I needed something a little more subtle. And so, Buggz was born.
Life after Buggz was pretty much the same. I was bouncing from job to job and trying to find stability. My ex-wife was still in my life, meanwhile I had a great girlfriend to keep me going. But I just didn't have the time to be gaming, much less "making" them. Things worsened when My girlfriend (now ex) broke up with me for reasons I still have yet to understand. It was clear my life was in a hole. Then some friends pointed me in some good directions, leading to my discoveries of the documents in Nicodemus' Lessons on Love (http://members.fortunecity.com/nicodemus2/love.htm). Now that the house is empty, I start to cry whenever I leave the computer and see the nails in the walls with nothing on them. They are all over. She has given me a little hope that she will come back, but at least she has given me SOME. So I wait, while I try and get my life back on track.
In an attempt to fill some time, I decided to do something I hadn't touched in a while... get on the net. I found my way to RPG.net and decided to engulf myself in some RPG reading. I then felt I needed to catch-up on reviews. To my utter shock and surprise, I found two of my games on there, reviewed by MetalMan: Mexico1970... and BUGGZ!!!! The reviews were grand and gave me what I needed in a review. I needed someone who did not know me or care to have a look at these games and tell me what needed to be fixed (BTW: Sorry about the name, MetalMan. I needed SOMETHING). Now I had a purpose. The empty time between the end of my daily job-hunting (around 5pm-6pm) and bed (about 11pm-12am) that used to be filled with sighs and tears, now had a project. The task was simple:
"Rene', you have readers. They have sent you e-mails. You have had reviews. There are people out there who MILDLY need you. your life is NOT entirely worthless."
So life wasn't as bad as it seemed, and now a simple review of two games has made you realize that something as little as gaming can still fill a gaping hole in your heart. So here I am to spend only an hour at the computer. Within this hour, I can take something that was a mild project and turn it into something grand. MetalMan, stated something that seemed simple, but meant a lot: Potential.
In no way am I saying that a review has made my game one of the best. But it has put me in the FreeRPG mainstream and given me something to fill the time that was once filled with a warm hug and a movie with the girl I loved (and apparently still do).
*This added after the completion of the document: You may notice some brief interruptions. There are only two, but it may be enough to be annoying. These are less for you and more for me to mark the time in which this was written.*
The Review
Buggz Capsule Review by MetalMan on 15/05/01
Style: 3 (Average)
Substance: 3 (Average)
Bugs run amok in a fantasy world with nary a swatter in sight.
Product: Buggz
Author: Hector Rene' Segovia
Category: RPG
Company/Publisher: Free RPG
Line:
Cost: FREE
Page count: 20
Year published: 2001
ISBN:
SKU:
Comp copy?: no
Capsule Review by MetalMan on 15/05/01
Genre tags: Fantasy
"In the midst of the search, a sudden rain has hit and the
ground was too hard to dig a shelter. As a result, the rain and
the wind has blown them far away."
MetalMan's Review of "Buggz" by Hector Rene Segovia
The Premise:
Buggz, as the author states, is heavily influenced by the game,
Army Ants. However, the author has made the setting different -
far more primative - and arranged for a different set of game
mechanics for the game to operate under. Players assume the roles
of intelligent bugs on a humanless planet and are capable of
magic.
What Ya Get:
Buggz is available in either a Microsoft Word or HTML document.
As I like to take things with me, I chose to use the Word format.
It weights in at twenty pages. Your page count may vary if you
use the HTML version.
Cost:
Nothing. Zip. Zilch. Zero. Gratis. Free.
Appearance:
Its not bad, but its nothing spectacular either. It has some
illustrations although they're nothing to write home about.
Still, at least an effort was made to make it more attractive
than just text on a page. Speaking of which, text is arranged in
the familiar two column style for easy reading. Buggz is about
average for what you would expect from a free RPG.
The Game:
I have a personal gripe with the title. I know its "kewl"
to not spell things correctly like "Xtreme" but I find
it extremely (note the correct spelling) annoying. Okay. On with
the game...
Character creation is a simple process. Players must first choose
a bug that they would like to play. Each bug has varying stats as
well as dispositions based on what type of creature they are. For
example, most predatory bugs, such as spiders and wasps, have
fairly high stats but they are also saddled with the Social
Stigma disposition - namely they eat other bugs. All bugs know
three skills based on their type. The player then rolls 1d4 to
determine how many other skills they can pick. Magic spells each
count as a skill each.
The next thirteen pages are taken up detailing the various types
of bugs. Players can be Ants, Praying Mantis, Worms, Spiders,
Flies, Wasps, Centipedes, Butterflies, Dragonflies, Beetles,
Gnats, Cockroaches, and Water Striders. Each main type also has
several optional types along with their adjustments. For example,
Players can be a junebug instead of a cockroach by changing their
stat dice for Brains, adding in the ability to fly, and changing
their diet. This is a nice touch as it allows for a wide variety
of characters. Character creation wraps up with the spells list.
Its rather small (12 spells total), but it should be okay
considering the small number of skill points you get as well as
the naturalistic feel to the magic spells that reflect the
primitive setting of the game.
Buggz includes two sets of mechanics: one based on a d30 system
and another based on a d20. I'll be using the d20 version for
this review as I'd hope that everyone at least has one d20 die!
If have d30 dice and you're interested in the d30 variant, I'd
recommend you download and read the mechanics for it. Initiative
is handled in the following way: flies go first if they make
their Reflex Intuition roll (ever try to swat a fly?) and then
everyone else goes in order of highest Speed rolls. Skill checks
are made by rolling a d20 and adding in a difficulty modifier
assigned by the GM. Rolling under the result is a success. A roll
of one is always a success and a roll of 20 is always a critical
failure.
Damage is always a d6 plus your Brawn. Add an addition d4 to the
damage if you have a weapon. Armor is all or nothing. If you roll
below your armor rating on a d20 all damage is negated.
Otherwise, you take the full amount. Each successive strike that
penetrates armor makes it less effective. A full night's rest,
however, restores it back to full. Venomed characters also
restore full health after a full night as well. The rules are
finished off with a section on guidelines on how to add new bug
characters to the game and how to balance their stats.
Buggz wraps up with two mini-adventures: "Long, Hard Winter"
and "Lost". Both are simple games designed to get
players comfortable with the rules so they're not very setting
heavy. This is good as there really isn't really any implied
setting other than the planet's name of Banther. This looks like
it will be rectified by an announcement for "The Great Tree"
which is susposed to be available by August 2001. The Great Tree
seems to be important as it is one of the central points of
"Lost".
Overall Impression:
Buggz has some good ideas in it. I'm not too sure how well your
players might take it, however. Motivations for characters other
than survival or species loyalty can get dubious at times I'd
imagine as most of the conflict seems to be geared towards
interspecies conflict and could get really nasty if you have a
mixed-species playing group. Still, this might be a very
interesting experiment for some gamers to play a fragile insect
in a cruel world. Some more detailed setting information or NPCs
would help flesh the setting out more as well as provide
potential GMs some hooks for adventures. Buggz is a definate
"reader" and one to put on the list of "games to (hopefully)
watch develop."
MetalMan signing off.
The Erratta
The world: Alright! My friends have bugged me plenty to change
the name. As a matter of fact, I have gotten NUMEROUS requests to
use the name in my Evolution: Gods at Play game. So from here on,
(at the review-board's and GM's will), the world shall be known
as Omniolithica. But please don't expect that this means your
Buggz characters shall be stomped by Evolutionary species'.
Supplemental Information
In addition to the rule book, there is something that has been
requested by MetalMan, and it is understandable. What is
Omniolithica (Banther) like? If you could take yourself back to
the early ages of the dinosaurs, and take the beasts away, this
would be the world. In-fact, I am seriously considering creating
a continent devoted to prehistoric bugs and make it a campaign
setting. That shall be my next project.
*Brief interruption - I spoke earlier of my brake-up with my ex-girlfriend. I just received a call during the typing of this document from a friend of hers informing me that I'm being a little too pushy in trying to get her back, and I may be pushing her away. Who says men don't cry. I can't help it. I still love her and don't know why. That is a LONG story. This interruption was just to let you know the conditions under which this information was created. So please forgive any incomplete, or missed information. (1:57am, 28-OCT-01 -AFTER changing the clock for daylight-savings)*
In short, forget all technology. Plants and earth are your home. Everything is big. Two square miles is a world in itself, so another continent is beyond the mental capacity of a bug, but its all the same world. Want a setting? Go to your back yard, lay face-down on the ground. Such is the life of a bug.
Have fun and enjoy!
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The SS85
About the SS85 (Segovia's Series: 1985)
The SS85 is a series I have developed to include a historical
touch to your games. They take place in a setting in 1985 in
numerous parts of the world. I have laid out adventures for GM's
to use in any horror game that can take place in modern days,
such as Call of Cthulhu, Chill. GURPS Horror, etc. But my advice
is, use it for any modern game and throw in the surprise of
horror. I am not sure how many adventures I will add to the
series, but feel free to use them. There are some points I must
make about the series though:
1) I do not include stats, as this is a scenario. The rest is up to you as a GM.
2) The adventure is not all-inclusive. It is up to the GM to include all the baddies and events in the game. I do, however, include events that are important to the scenario. That's what makes this game free to use in any system.
3) Sections that are purely historical will be labeled as such. Sections that are not will also be labeled as such, but the factual inserts will be noted. You'll see what I mean as you continue reading.
4) Give your players some nice bonus items and money, as they are being assisted by an anonymous association. This person, or group has helped them many times in the past (according to the GM) and the party has grown used to his assistance. This is the drive for all these adventures.
5) One more thing. All though these adventures are all linked, each one may work as a stand-alone-adventure.
Part I: Freeing Fatima = You are to take a trip to Haiti and find a child named Fatima. She is suspected of being possessed by a creature of the unknown. She is kin to a deceased family of political activists. So not only will you have little help, but you must watch your back and be careful because if the local government finds out the nature of your visit, you will have more to worry about than a possessed little girl.
Part II: Trier's Curse = Recently, city officials of Trier, Germany began to disappear. Our anonymous contributor to your efforts (referred to in Part I: Freeing Fatima), has again, sent a letter to you asking for repayment. This time, you are to investigate the vanishings. It has been quite some time since the last time he has asked for anything (about 3 months), and he's paid enough for you to quit your day job and be on a permanent vacation, so his request is not unreasonable. In fact, he has become your source of employment. The usual, hotel, plane, and vehicle reservations have been included (this time of better class).
Part III: Ghost
Stories and 800lbs of Marijuana = An airplane is off-course.
Intended for the U.S., its inhabitants find that they are over a
barren land of some sort. The plane wrecks and now the players
are lost.
So. what could be worse than this? Lost in the middle of nowhere.
The players don't even know what country they're in. Their source
of transportation is destroyed, and the pilot's dead. Eventually,
the players are going to check the luggage compartment to get
their equipment. There, they will find 800lbs of marijuana. Just
when you thought things couldn't get worse...
Part IV: The Colder War = The party is visiting the Siberian crater, skiing, camping, and all the other stuff. So it is unlikely that they are carrying any weapons other than a knife. It is unlikely, due to the Russia/U.S. current relations, that Customs would allow any weapons to be taken with them. During their visit, while at the river, a party-member discovers a body, preserved in the bottom of the water. Further examination of the body will prove that he is an American Army troop. He has his weapon, but the magazine is empty. There is no gunshot wound or any sign of trauma. Apparently, he just drowned. But why is his weapon completely discharged... and why are the Russians not flooding this location?
Part V:
Timefucked =
"Some things were supposed to happen, but didn't.
Some things happened that shouldn't...
And some things are just all fucked up because of it.
But who the hell chose these people to make it all better?"
- Narrator's Intro to Timefucked
by Hector Rene' Segovia
The world was
fine. The world was normal. The world was fucked-up to begin with.
Who'da-thunk something could make things worse? The year was 1985,
of course, and people were going about their own business, when a
sudden smokey fog rolled over the city, bringing lightning and a
sulphur-like smell... and everything went black.
When the party awakens, they find themselves in a small room with
three doors, "Looks like a library," one says with a
yawn. Another replies with, "Yeah, but where... why?".
And so begins the journey through time.
The SS85 can be
found at Nicodemus' Haven http://members.fortunecity.com/nicodemus2/
The RPG resource section contains many adventures, including the
previously mentioned.
Also at the Haven, you may gate to RPG.net. It is here that I found my reviews by MetalMan. This place is an excellent resource for all your RPG-news needs.
*Brief interruption - My Girlfriend just called, and we have agreed NOT to date others for atleast three months in order to get our lives back together without the impending doom and constant tension about the break-up. This gives us both a chance to work things out as seperate people without the fear of losing one to another invading person. (3:00am 28-OCT-01)*
If you linked here from outside my
homepage, give it a visit!