From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #24 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Monday, April 9 2001 Volume 04 : Number 024 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] MNM's Elementals 9 [RQ-RULES] MNM's Elementals 10 [RQ-RULES] MNM's Elementals 11 [RQ-RULES] MNM's Elemental 12 [RQ-RULES] MNM's Elementals 13 [RQ-RULES] MNM's Elementals 14 RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Mon, 09 Apr 2001 20:48:46 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 9 Huge Salamander Characteristics Average STR 10D6 35 SIZ 10m3 - POW 10D6 35 HP 20D6 70 Move 5/20 Weapon SR Attack% Damage Flame gout 10 50 1D10+2 Flame Touch 10 75+4 1D10+2 Shades Shades must be Summoned from shadows in which no light is visible. Once manifest, the Shade consists of a pool of absolute pitch-black darkness which can move at will, even into broad daylight. Only the strongest light is able to penetrate them. Shades move at 6m/ SR; either along the ground, or in the air. Anyone attempting to block the path of a Shade will be engulfed automatically. Shades can douse small lights, such as candles or lanterns. They can also hide objects from view within themselves. Shades attack by engulfing opponents. Anyone within a Shade is effectively blind for the duration engulfed. In addition, each Melee engulfed , the Shade drains the victim of 1MP on SR 10, regardless of armor or magical protection, for as long as he stays within or passes through the Shade.These are automatic effects of all Shades; requiring no resistance roll, and cannot be turned off. Shades can engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. A Shade is able to attack more than one foe at a time, dividing its volume among them. Each Melee an engulfed victim succeeds with an INTx5 roll, he can attack or cast spells at the Shade. If struck, the Shade will strike back on SR 10. This attack has a 25% base, +05% per m3 of volume, + modifier, chance of success. Damage is 1D6, +damage bonus based on the Shade's STR. On the SR the Shade engulfs its victims in its pool of darkness, it attacks them using Fearshock; filling them with such terror that they are unable to move; causing terror, and, in extreme cases, catatonia or Death, by overcoming the CON of each target caught in the darkness with its MP. A Shade can only use Fearshock on a given victim once every Full Turn. As long as a Character is engulfed, he cannot be attacked by the Shade's Fearshock after the first attempt. However, if he or the Shade leaves and returns, he can again be attacked. Unconscious targets are immune to Fearshock. If successful, consult the Fearshock Table below to determine the attack's effect: Success level Effects on target Critical Victim dies if CONx3 roll missed. Otherwise, catatonic for 5D20 - POW days. Special Coma for 1D6 hrs if CON x5 missed. Otherwise, collapses for 3D20-CON Melees. Success Terrified. Run from Shade 1D3 Melees. Demoralized for 3D10 minutes. Failure Fixed INT Demoralized 2D10 Melees. Fumble No effect. Shades can only be affected by fire, light, and magic. Shades have 1D6 STR, 1D6 POW, and 1D6 HP per m3 of volume. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 09 Apr 2001 20:54:07 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 10 Small Shade Characteristics Average STR 1D6 3-4 SIZ 1m3 - POW 1D6 3-4 HP 1D6 3-4 Move 6 Weapon SR Attack% Damage Strike 10 30-9 1D6-1D4 Medium Shade Characteristics Average STR 3D6 10-11 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 6 Weapon SR Attack% Damage Strike 10 40-5 1D6-1D4 Large Shade Characteristics Average STR 7D6 24-25 SIZ 7m3 - POW 7D6 24-25 HP 7D6 24-25 Move 6 Weapon SR Attack% Damage Strike 10 60-1 1D6+1D4 Huge Shade Characteristics Average STR 10D6 35 SIZ 10m3 - POW 10D6 35 HP 10D6 35 Move 6 Weapon SR Attack% Damage Strike 10 75+4 1D6+1D6 - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 09 Apr 2001 20:55:57 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 11 Sylphs Sylphs can be Summoned practically anywhere, except underwater or in the depths of space (whatever that is). Once formed, they are tangible, formed out of what feels like "solidified air", and appearing as whirlwinds; a vaguely humanoid shape sometimes seen within. Sylphs have no fixed volume, and SIZ is primarily used to determine the height from which an enemy can be dropped. Sylphs fly at their POW+1m/ SR. Sylphs can fly quite quickly, moving at an amazing 4x normal for up to 3 Melees. Anyone attempting to block the path of a Sylph will be engulfed automatically. A Sylph can carry a combined total SIZ equal to its STR while Flying. To avoid the trip, a human must succeed in resisting the Sylph's STR with his own. In the case of a Sylph's STR being insufficient to carry a given human, a Sylph is always able to travel with 1willing human. Each 3 SIZ carried reduces the Elemental's Move by 1. A Sylph can be used to carry a note or other item to a specific location. A Sylph can provide a human with breathable air for 1 minute at a cost to itself of 1HP. A Sylph can create a breeze or a whirlwind, increase a Ship's sailing speed by filling its sails, or cut a path of destruction through a settlement. At STR 6-, a Sylph has a hard time blowing out a candle. At STR 7+, a Sylph can easily blow out a candle. At STR 19+, a Sylph has POWx3 of blowing out a torch; the flames of a candle-using lantern having a 25% chance of being blown out. At STR 25+, a Sylph has POWx3 of blowing out a small fire. At STR 31+, a Sylph has POWx5 of blowing out the flame of a oil lamp or small fire; a bonfire having a POWx3 of being blown out. A Sylph primarily attacks by engulfing any victims in its path, sucking them up and tossing them around like rag dolls; lifting them into the air and letting them fall to the ground again; usually with fatal consequences. Victims are taken to a height of 3m per m3 of the Elemental's volume, then dropped on SR 10 of the Melee in which it grabbed its prey; doing 1D6 damage per 3m distance fallen. All victims are engulfed in a whirling vortex of flying dust, stones, and other flying debris; taking 1pt damage, and having the unseen Elemental tugging at their belts, helmets, straps, etc. All skills suffer a penalty of -20% while engulfed. Each victim caught must also make 2 POW x5 rolls each Melee; the 1st to keep from being blinded by the dust kicked up, and the 2nd to keep ahold of any held equipment. Failing the 2nd roll indicates the victim loses his grip on an item and it disappears; probably for good. An engulfed victim wishing to avoid being lifted must succeed in resisting the Sylph's STR with his own. If the victim resists, he stays on the ground. In the case of multiple victims, the Sylph may divide its STR equally among them in an effort to overcome each victim's STR on an individual basis; thus, a Sylph with STR 30, having 3 targets within itself, can attack each with a STR 10. If the Sylph successfully overcomes one, but not the others, then one victim is lifted while the others stay on the ground. If so commanded, the Sylph will concentrate on a single target, leaving any others alone. Victims being lifted may choose to attack the Sylph or cast spells instead of resisting; hoping to destroy the Elemental before it drops them from its full height. If the Sylph is destroyed in mid-toss, it gets the victim only halfway up; causing only 1/2 damage. Sylphs can attack with a blast of wind; a cylinder of effect 3m diameter projected from the Sylph, which extends to a range of the Elemental's POW x1m, and can blow around corners, or up through winding corridors or passages. This occurs on SR 10 each Melee, with a 50% chance of successfully hitting. The terrific force of this wind leaves a victim's skin dehydrated and windburned. If the Sylph's STR is higher than that of the victim, and the victim is trying complex maneuvers or moving quickly, a DEX x5 roll is required to remain standing. If the Sylph's STR is 2x that of the victim, a DEX x3 roll is required to remain standing. A victim failing to resist the Sylph's STR is knocked off his feet, in addition to being blown backwards 1m per point of the Elemental's STR in excess of the victim's STR. This windblast can instead be reversed to slow a victim down and pull him toward the Elemental; the victim resisting the Sylph's STR with his own. If successful, the victim is able to move normally that Melee. Failure indicates the victim is drawn toward the Elemental at a rate equal to 1/2 the Sylph's Move, -1 per 3 SIZ of victim. Sylphs are able to perform some spectacularly destructive feats. If ordered to destroy a building or other structure, the Sylph attempts to engulf , batter, and uproot the structure. The Elemental's STR/5 is compared to the structure's AP (including Protection and Shield spells) on the resistance table. If the attack is successful, the building takes the Sylph's STR/10 as damage directly to its AP on SR 10. If the AP successfully resist, the building takes half damage. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 09 Apr 2001 21:00:09 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elemental 12 A Sylph is able to engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. It can attack more than one foe at a time, dividing its STR between them. A Sylph can use its STR to affect the accuracy of missile fire in a radius equal to its POW x10m ; each STR point above 10 reducing missile accuracy -05%. A Sylph can be used to protect a target from missile fire. Any missiles are harmlessly knocked aside by the Elemental. Should an enemy score a Critical hit, the missile gets past the Elemental and strikes the intended target. Sylphs can be added to missile weapons; increasing the chance to hit by 05%, Range by 10%, and damage by 1D3, in addition to normal weapon damage; per m3 of the Sylph's volume. Such a weapon is treated as the Sylph itself, and the weapon may be attacked in an effort to kill the Sylph. Any weapon coming in contact with the Sylph-weapon is treated as if it were striking the Sylph. Sylphs are affected by magic. Sylphs have 2D6 STR, 1D6 POW, and 1D6 HP per m3 of volume. Small Sylph Characteristics Average STR 2D6 7 SIZ 1m3 - POW 1D6 3-4 HP 2D6 7 Move 5 Weapon SR Attack% Damage Drop 3m 10 - 1D6/ 1D3 Windblast 10 50 1D3 Medium Sylph Characteristics Average STR 6D6 21 SIZ 3m3 - POW 3D6 10-11 HP 3D6 10-11 Move 12 Weapon SR Attack% Damage Drop 9m 10 - 3D6/ 2D6 Windblast 10 50 2D3 Large Sylph Characteristics Average STR 14D6 49 SIZ 7m3 - POW 7D6 24-25 HP 7D6 24-25 Move 26 Weapon SR Attack% Damage Drop 21m 10 - 7D6/ 4D6 Windblast 10 50 4D3 Huge Sylph Characteristics Average STR 20D6 70 SIZ 10m3 - POW 10D6 35 HP 10D6 35 Move 36 Weapon SR Attack% Damage Drop 30m 10 - 10D6/ 5D6 Windblast 10 50 5D3 - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 09 Apr 2001 21:01:21 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 13 Undines When Summoned, Undines may form from any fluid of at least 90% water . It is possible for an Undine to be made of wine, milk, urine, etc. Once manifest, Undines appear as walls, columns, or cylinders of churning liquid, able to move at will. Undines flow over land like huge liquid amoebas; sloppily crashing and splashing over and around rocks, etc., at 3m/SR, +1m per m3 of volume. They are also able to move in a flash, at 3x normal for up to 3 Melees. Traveling downhill, an Undine picks up quite a bit of speed; each 5 SR spent pouring down a moderate slope increasing this rate by 3, while a severe slope increases it by 6. Maximum downhill movement is 32m/ SR. Anyone foolish enough to be blocking an Undine's path will be rolled over. Undines move through water like a living ripple or current; moving at 12m/ SR. Anyone attempting to block the path of an Undine will be engulfed automatically. An Undine can purify itself, or other liquids with which it is in contact, of sediment, oils, or particles by sitting and churning for a Full Turn. It is unable to remove dissolved chemicals (such as salt) or miscible liquids (such as alcohol). An Undine can push a Ship through the water. An Undine can travel underwater carrying a combined total SIZ equal to its STR. In the case of an Undine's STR being insufficient to carry a given human, an Undine is always able to travel with 1 willing human. Anyone wishing to avoid being taken along must succeed in resisting the Sylph's STR with his own. Due to the magical nature of the Undine, and the trip, humans can be provided with air to breath while traveling beneath the surface. An Undine can also carry things partially exposed to the air(should air breathing be required). The Elemental can buoy-up a combined total SIZ equal to its STRx2. Anyone wishing to avoid being taken along must succeed in resisting the Sylph's STR with his own. An Undine can produce a flood, a tidal wave, a river emerging from nowhere, rain from a cloudless sky, etc. The amount of water the Undine can produce or manipulate is equal to its SIZ. An Undine can provide a human with 1 dose of drinkable water at a cost to itself of 1HP. Undines can engulf 10 SIZ of opponent, or fraction thereof, per m3 of volume. An Undine is able to attack more than one foe at a time, dividing its volume among them. An Undine can also charge into, and attempt to knock flat, any victims before engulfing them and forcing itself into mouths and lungs. Standing opponents who successfully resist the Undine's STR+the number of SRs of its straight-line Movement with their STR+SIZ are able to stay on their feet despite the charge; escaping the Elemental's wrath that Melee; the Undine harmlessly flowing around their legs as it continues past. When a knocked down opponent is engulfed, he is momentarily shaken, and must succeed with a CONx3 roll to hold his breath, or be incapacitated through water inhalation; taking 1D8 damage on SR 10 each Melee he is caught within the Undine. When an Undine engulfs a standing opponent, however, the opponent is allowed a CON x5 roll to hold his breath. Undines can attempt to bowl over opponents without following up with a drowning attempt. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 09 Apr 2001 21:05:15 -0400 From: Tal Meta Subject: [RQ-RULES] MNM's Elementals 14 When an Undine is in the water, it can either smash victims against the bottom, doing 1D6 damage per m3 of its volume on SR 10, or attempt to force itself into their mouths and lungs until they eventually drown. Victims who successfully resist the Undine's STR with their own while engulfed or held underwater are able to escape the Elemental's grasp. An Undine attacking multiple targets divides its STR among them. The Undine can project an intense and sustained blast of water to a range of POW x1m, on SR 10 each Melee, with a 50% chance of successfully hitting. If the Undine wishes, it may forego any other attacks the following Melees, and continue applying the water jet to the target. The terrific force and impact produced by the blast causes 1D6 damage, or damage based on the Undine's STR; whichever is higher. Victims are knocked back 1m/ HP lost. Any victims knocked down who continue to have water applied to them, or anyone hit in the face, is treated as if they were engulfed, and must succeed with a POWx3 roll to hold their breaths, or take 1D8 damage. When found on or under rivers, lakes, oceans, or other bodies of water, Undines can attack like Sylphs; sucking victims caught within up a waterspout and into the air, and then throwing them back down. If the victim hits water, damage is 1/4 normal. Should the victim come down on something harder, damage is treated normally. Undines can be added to weapons; allowing the weapon to ignore the slowing effects of the medium, and be able to strike normally underwater. Such a weapon is treated as the Undine itself, and the weapon may be attacked in an effort to kill the Undine. Any weapon coming in contact with the Undine-weapon is treated as if it were striking an Undine. Undines SIZ is dependent on the 1000 kg weight of a m3 of water. Undines have 2D6 STR, 1D6 POW, and 1D6+6 HP per m3 of volume. Undines are affected by fire and magic. Small Undine Characteristics Average STR 2D6 7 SIZ 1m3 42 POW 1D6 3-4 HP 1D6+6 9-10 Move 3 Weapon SR Attack% Damage Charge 10 - - Waterdblast 10 50 1D6 Waterspout 3m 10 - 1D6/ 1D3 Medium Undine Characteristics Average STR 6D6 21 SIZ 3m3 55 POW 3D6 10-11 HP 3D6+18 28-29 Move 6 Weapon SR Attack% Damage Charge 10 - - Waterblast 10 50 1D6 Waterspout 9m 10 - 3D6/ 2D6 Large Undine Characteristics Average STR 14D6 49 SIZ 7m3 63 POW 7D6 24-25 HP 7D6+42 66-67 Move 10 Weapon SR Attack% Damage Charge 10 - - Waterblast 10 50 2D6 Waterspout 21m 10 - 7D6/ 4D6 - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V4 #24 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.