Sunday, May 17, 2026

Hero of the Great Pacific Republic (GLOG class)

Officially, every enlisted soldier from recruit to general is a Brave Hero of the Great Pacific Republic. This is especially true of the conscripts, who officially don't exist but are unofficially necessary for the maintenance of the Eiraene War Effort. It is very important to point out that the law of the Great Pacific Republic of Eo forbids conscription. If a conscript could fight his way into a Republican trial room, he would immediately be set free. Yet very few ever do, which is excellent evidence that conscription (if it ever occurred at all) was a rare and subversive action taken by individual commanders against the law of the Republic. Even then, it was confined to the long and difficult wars that led to the unification of the First Orientation.

The truth on the ground is different matter from the truth of the codices. It is true that the taboo against conscription held for many decades after the founding of the Republic. A protest against imperial conscription was part of the original reason for the Republic's creation: the first Republicans came from a series of mountainous villages, rebelling against a cruel vizier who was bent on expanding the Kingdom of Eoun through a series of bloody and destructive wars. As a result, even the most hardened warmongers in the Republican Parliament remembered those early days of fear and swore to uphold the ban. Yet ever since Emergency Command had a taste of conscription during the final assault in the Fractal War, it has found the dish a difficult one to refuse. As a result every now and then a prison is emptied, every now and then some villains never make it to court. Procedural irregularities are corrected. Volunteer registers gain a few extra filled-in pages. Despite its power and wealth literacy in the Republic is still not perfect---many citizens sign with their thumbprint, sponged with ruby ink.

It is to the great relief of Emergency Command that most conscripts die quickly in this arrangement. And of the ones that survive? Conscripts by their nature have few loved ones to write home to, and letters from the front do not enjoy even the weakened privileges of letters in the capital, especially during this long season of wartime. Still, they are soldiers like any other, with the potential to rise even to the ranks of officer and general. The Republic is meritocratic in this respect, at least. 

Of course, very few conscripts ever make it to the officers' ranks. Those that did would surely have much to remember.

Hero of the Great Pacific Republic

STATISTICS - Basic statistics as fighter or soldier. 

EQUIPMENT - Starts with two sets of heavy azure uniforms (one set for parade and one set for combat use), an officer's armband (bright gold, with azure lettering---"Volunteer Delegation of the Great Pacific Republic", alongside division, unit and rank information), a heavy black metal helmet (optional rule: the helmet breaks and saves you from one head shot if the shooter rolls max damage), an interface compass (reads out your current orientation and bearing), a navigator's slide rule, and a trio of arms: a steel knife (1d4+1), a Hayant T-20 "republican" rifle (1d10+2, range 500m, 10 rounds) and a Lukhat revolver (1d10+1, range 100m, 6 rounds. Officers rode on horseback, once.). Pack and gear (ammunition, food, sleeping bag etc.) depend on the current campaign and mission.

SKILLS - You are proficient in navigation, command, and shooting, plus one skill from your former life. Proficiency in a military context is different from the proficiency of a craftsman. To be proficient in a skill is to do it well even if you are almost dead from six days of continuous marching, under enemy fire, and carrying the last letter of a dead friend. There is no room for flair, embellishment, or hesitation. If you can shoot, you can shoot half-blind stumbling out of bed. If you can command, you can read the face of a recruit even if you've never seen them before in your life. If you can navigate, you can do it with half a map and the direction of the sun while running from a pack of wolves. When not under the duress of War, you simply succeed at skills you are proficient in. You reload like you breathe.

WAR - Conversely, every other skill is subject to the dictates of War. War is not just a political truth, it is an emotional one. When you see your house get blown up and your friend get pulverised the spectre of War marches out of books and dramas and eats you whole. War is normally triggered by combat with an armed enemy force at range and close quarters fighting with a threatening opponent, but can also be triggered by other combative situations. When you are at War you roll for skills you are proficient in as normal, with a "mere" bonus or advantage if the situation permits. You are at a disadvantage when using any skill you are not proficient at (even if you have a numerical bonus), and automatically fail at any skill you have no bonus for unless you first succeed at a WIS saving throw or equivalent. Even then you still roll at disadvantage: War is not the time to try new things. Noncombatants must make a Wisdom save each round of War or enter fight/flight/freeze.

GUNS - (There are better rules than these)

  • All shots are loud and obviously gunfire. 
  • Soldiers/trained shooters: When standing still, 3 aimed shots per round. When moving, 1 aimed shot per round. For each shot roll a DEX check to see if it hits.
  • Civilians: When standing still, 1d4 shots per round. Cannot fire while moving. All shots are considered wide by default (roll the DEX check at disadvantage). Cannot reload during War if untrained.
  • For rifles, one action in cover to reload clip from hip belt. For revolvers, one round in cover to reload six-shooter-style from belt. One round to move ammunition from pack to belt, belt holds equivalent of 20 shots (2 box magazines). Reloading in the open during War while standing requires DEX check.

TEMPLATES - The Wolf-hearted Hero, the Great Defending Hero, the Azure-souled Hero, the Loyal Citizen Hero. 

The Wolf-Hearted Hero

When at War you can use almost anything you can hold as an improvised weapon, giving it the statistics of your knife or better. When charging an enemy or group of enemies, you can howl to cause their shots to be rolled at disadvantage for this round. You get impatient after 5 rounds of shooting in War. If you fail a Wisdom save, you will charge the enemy, or at least try to move closer.

The Great Defending Hero

You are proficient at finding cover, building quick barricades, and laying down suppressing fire in War. Using your command skill, you can direct your division to safety if given time to prepare. If someone close to you is harmed and your turn is after theirs, you can sacrifice your turn to step into harm's way. If someone under your care dies in War, you will charge the enemy.

The Azure-souled Hero

During War, all rolls with proficient skills are made with advantage. All rolls with non-proficient skills are no longer made with disadvantage, and you no longer need to make WIS saving throws for skills you have no experience with. In a non-combat situation, you can cause everyone in a reasonably-sized room (including you) to enter War if you succeed at a Charisma or Strength check. If you fail at any important check in a non-combat situation, making a Charisma saving throw. If you fail, the same effect triggers automatically for everyone around you and yourself. 

The Loyal Citizen Hero

You are immune to fear, charm, terror, intimidation, and lying while in War. You can command most civilian instutitions and groups in War if you succeed at a Charisma or Strength check.  You automatically fail most parley, reaction, or diplomacy rolls unless they are with allied forces.

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Hero of the Great Pacific Republic (GLOG class)

Officially, every enlisted soldier from recruit to general is a Brave Hero of the Great Pacific Republic. This is especially true of the con...