Saturday 29 November 2014

Surrogates and Shapelings - Now you see them, now you don't

No Appearing: 1-10
Armour Class:  10-2
Movement: 9"
Hit Dice: Surrogates: 10HP  - Shapelings: 5  (+3 hit points while Matter-phasing)
Treasure: Surrogates: Nil (though may be set to guard treasure) - Shapelings: A-H.
Attack: 1 (or 2) for 1-6 or by weapon.
Alignment: Neutral, Neutral-Good, Neutral Evil
Intelligence: Surrogates: 0-8  -  Shapelings: Average to very
Psionic Ability: Surrogates: Nil  -  Shapelings: 01 (Matter- phasing [equivalent- but not same—as Body Weaponry). Attack/ Defence Modes: Nil

Surrogates  
Surrogates are a non-material form of golem (5-7' high), produced by a Neutral, Chaotic neutral, Neutral good, or Neutral evil cleric of not less than 11th level; or a magic-user, cleric/magic-user, or illusionist of 12th level. This involves a suit of apparel, mail, or armour; a tome or scroll for the initial spell using a geas and a magic jar spell; along with a silver, gold or electrum medallion of a pentagram-in-circle, which must be made by a 14th level magic-user at a cost of 10,000gp and can be used 10 times— each time animating 5 suits of apparel. (This medallion can be re-charged by a magic- user of sufficient rank; it will cost 8,500gp). The medallion is enscribed with an incantation that can open a portal from the Prime Material Plane, using a minor gate spell, to the Positive or Negative Plane of the summoner’s alignment, to allow a small portion of the basic universal life ‘force’ (Light or Dark), to enter the waiting recipient vessel. After that, the surrogate will respond much like an invisible stalker and will either stand silent like an empty suit of armour, until commanded to obey; or unseen until ordered to manifest itself in the trappings of the garb it was first called into (if the surrogate was created in the garb of a servant it will be a servant; into the armour of a warrior or knight, a fighter etc).

In starting out, a surrogate-animation will have no Intelligence being, in effect, only an automaton like a golem, capable of carrying out only simple orders: (attack, guard, kill, serve, etc). In order to carry out more complex orders (such as a guard that would answer to a password, admitting friends, serving others) its intelligence must be raised. A wish or a reverse feeblemind spell can do this. The proper scroll inscribed by a 12th level druid and a mistletoe wand blessed by an archdruid are needed. This spell will raise the Intelligence of a surrogate by 1 point each Summer or Winter Solstice (the only times when it will work), and will work on only one animation at a time. After a surrogate has gained a total of 6 points of Intelligence, there is a 75% chance of it gaining 1-3 points of Wisdom with that (and with any following gain in Intelligence). When first created, there is a 1% chance that a surrogate may run amok and refuse to obey orders. With any increase in Intelligence. the chance of disobedience (depending on alignment of the person that created them) is: good alignment: 2% (order is not understood); 5% if ordered to do something evil. Add 5% for each point of Intelligence above 8 and 2% for each point of wisdom. Neutral alignment: 2% (order is not understood); 10% if ordered to do an act of good/evil outside of alignment or service to master. Evil alignment: 2% (order is not understood); 5% if ordered to do something good—add 10% for every point of intelli gence above 6. 5% chance of mutiny; add 10% for every point of Intelligence above 7 and subtract 5% for every point of wisdom.

Once animated, there will be a ‘solid’ but invisible form filling out the containing garb or armour. Unless ordered to occupy that suit, the surrogate will have no tangible form or substantial ability with which to do anything. These animated forms cannot be truly ‘slain’ or wounded (destruction of their containing form merely releases them back to their source-plan of origin; lopping off an arm would simply be cutting off an empty sleeve). However, if the surrogate has attained 7 Intelligence and 3 Wisdom, it has developed enough ‘individuality’ to become a separate, (Neutral) ‘free spirit’ with a potential for rebirth/incarnation and would revert to its plane of alignment if its containing material garb should be destroyed. If the surrogate has 8+ points of Intelligence and has done enough deeds of a positive good nature to rate an 8 in Charisma [1 point Charisma for every 10 deeds], it will have developed an individual personality that will continue to exist as an invisible but stable and tangible 'shape/form/ presence’ capable of surviving even removal or destruction of its containing garb, with a definite male or female personality of shape and existence. If sufficient evil deeds are done within the aforementioned prerequisites, the surrogate can become a wraith.

Shapelings 
There are rumours of a race of these invisible, humanoid beings that exist on a far-distant island. They take full damage from magic weapons but only 1/2 from ordinary ones. They have a 50% chance of Matter Phasing during combat rounds during which their bodies turn intangible to any blows, although they can still strike with full force and cast spells (this power can also be used to penetrate barriers, locked doors etc; treat as a passwall spell). In alignment, they are Neutral good or Chaotic good (25% each); Chaotic neutral (30%), Neutral (5%), or Neutral Evil (15%); and are capable of mating with human, elven, halfling or half-orc stock. Any young produced from such unions resemble the non-shapeling parents’ race (10% likelihood of invisibility), but are capable of briefly Matter Phasing into transparent insubstantiality for one round, every other melee round (25% chance). During this state, they cannot be attacked or attack others.

In physical build and population- scale, shapelings are about the same as mankind. Population-ratio is usually about 55% female, 45% male and in life-span and maturity, are, to all intents, the same as humans. They are visible only via the apparel they wear. When dealing with other races, shapelings will often wear a stately, handsome or beautiful, metal mask (appropriate to their age and sex), in order to make dealings with them more comfortable.

For cosmetic purposes, their bodies can ‘take’ make-up to render them visible. Shapeling thieves will often use a water-soluble make-up. which they can remove with a quick rinse; reverting to invisibility. Similarly, a shapeling dancing-girl using such ‘wash-off’ cosmetics, can have a really unique end to her act.

Some Chaotic neutrals of this race make superlative ninjas! Shapelings can rate 1-4 in surprise on a 6-sided die. Any weapons a human or elf can use, they can use. Generally, shapeling fighters favour cowled or helmeted suits of leather, studded-leather, chainmail, or plate armour. In fighting -whether as individuals or in hosts- weapons most used are generally double-curved long-bows, longswords, spears, handaxes, bastard-swords and throwing knives. Shapeling fighting hosts (300-1000) often hire out as mercenaries and their spectral appearance has a (40%) chance of causing a loss of morale points in an enemy (in part because they are often mistaken as wraiths or other undead monsters).

As thieves, assassins, magic-users, illusionists, rangers, monks and other classes, shapelings have the same talents and — except for invisibility - the same disadvantages as humans though they rarely rise above 10th level in any of these classes. Even their powers of Matter Phasing (a psionic power of the same nature as Body Weaponry) and natural invisibility are not a guarantee of invincibility; if caught unaware shapelings can be betrayed like any other solid being protected by an invisibility spell. Rain, snow or dust will ’outline’ them; paints, dyes or tar will coat them and stick to them. If in water, a ‘bubble’ or ’hole' will outline however much of them is submerged. Soft surfaces will betray their footprints - as will doors, if they're too fatigued to Matter Phase (which requires health and alertness just like any other physical exertion). A cloth thrown over them will betray their presence and a being protected by an invisibility spell would be just as invisible to them as any other character. Their invisibility does not include the apparel or equipment they wear (that requires a spell). Likewise, their power of Matter Phasing only extends to their garments and any items that could be carried easily on one’s person. Although able to strike while insubstantial, in order to do so,they have to make their weapon solid.

Curiously —when divested of garb — shapelings say that they can see each other; claiming that they appear to each other as a sort of phantom/bubble/outline of a human/elven form, with features ‘highlighted’ by a sort of soft, silvery-blue glow; a trait that can be inherited by offspring of mixed marriages. Shapelings seem to be able to ‘intensify’ their particular brand of invisibility so as to appear invisible even to elves! Shapeling invisibility can be penetrated by a wizard eye spell.

Shapelings often ‘claim’ they have souls (it seems more likely that— like elves — they have ‘spirits’ that are ‘recyclable'and able to re-incarnate; but shapelings with human or halfling blood - like half-elves —would probably have souls; and shapelings choosing to intermarry with humans or halflings, would (like elves) doubtless be given a ‘choice’ by the Divine/Celestial Powers as to which race they wished to be spiritually ‘counted with’.

Possessed of a somewhat ironic and tongue~in-cheek sense of humour, shapelings have an inherent ‘edge’ for playing pranks and gathering gossip; but their humour is never malicious - although sometimes a little roguish. Even a shapeling fighter can often have a keen wit and sense of the ironic. In a word, shapeling humour can best be described as ‘sardonic’. ‘Now you see me, now you don't... —or did you?!’

Like halflings, elves and dwarves, shapelings are a somewhat secretive people; delighting in the gaining and use of hidden secrets and lore: though this is not so much a matter of course as merely the application of a natural advantage in such things.

Note: a shapeling hit by a feeblemind spell would suffer a loss in Intelligence but would not be transformed into a surrogate-form.



by Fred Lee Cain (White Dwarf #54 - June 1984)

Down among the Dead Men - The Undead in RuneQuest


Skeletons and Zombies
These are certainly undead. The first problem they pose is one of command. I rule that commands given to a skeleton or zombie must be spoken by the enchanter who created it, and if the command is not understood (the chance of which is 50% minus the enchanter's language ability), the creature will continue to follow its last orders. It takes 1MR to issue orders.

Using dispel magic to deactivate a skeleton or zombie is not possible because the Rune magic used in creating these undead merely activates the corpse/skeleton, and does not maintain it in its undead state. Trying to destroy a zombie with dispel magic 4 is no more sensible than trying to kill a resurrected character with dispel magic 6.  Finally, note that a skeleton or zombie is limited in its weapon skills by the levels of ability it possessed in life, up to the quoted maximum of DEXx5%.

Ghouls
Raised from the grave by Vivamort cultists, they cannot drain POW from others — presumably they regenerate it naturally. (If so, they aren't undead. Undead, by definition, are cut off from the universal POW flow. This would seem to make ghouls -living dead- a distinction drawn in GW's Questworld pack. —DM). RQ states that ghouls maintain their  status by eating the dead, while Cults of Terror claims that they hunger for the flesh of the living. I rule that they must eat the flesh only of creatures less than seven days dead. Besides adding horror value (you may not care about the ancient bodies in the Catacombs of Crendos, but what about your newly dead mother being stolen from the grave?) this also gives the ghouls a reason for attacking the player characters.

Certain conditions and defensive measures will serve to reduce the chance of being demoralized by a ghoul’s howl:
Armour covering ears* -5%
Objects jammed in ears -5%
Character of Rune level -5%
Initiate or higher of Death or Undead cult Vivamort -20%
Thanatar, Cacodemon -15%
Humakt, Zorak Zoran,Storm Bull -10%

*Except troll helmets, which are made to channel sound to the ears.

These are cumulative. The howl essentially enhances an adventurer’s fear of death, which will be less for a Death cultist. Characters of rune level will have endured many battles, and should have their fears under more control than others would.

Vampires
These are covered in depth in Cults of Terror. However, since you must lose all your POW to become a vampire, it seems to be impossible to become a Lord-Priest of Vivamort. Maybe it's just as well. (Unless a suitable candidate was elevated from an Initiate to a Lord-Priest in a single ceremony, perhaps? —DM)

Mummies
It is not stated how these are created. The mummy in Griffin Mountain was a former Priest of Zorak Zoran. It is not unreasonable to assume that a mummy can be created only with the spells available to that cult. A create zombie along with a successful divine intervention should do the trick. Cults with these spells can thus create mummies (except for the Cacodemon cult, whose divine intervention takes a special form). To counteract the mummy's demoralizing aura, being unable to smell or see would reduce the chance of demoralization by 5%, as would being a Death or Undead cult Initiate.  Owing to the problems involved in regaining lost POW, I feel it unlikely that Vivamort would have many of these in his employ.

Ghosts, Wraiths & Whirlvishes
These are not undead, even though a roll of 01-25 for the turn undead spell is quoted as ‘undead destroyed, released, or whatever’. Ghosts are a very special form of bound spirit which does not count against the binder's CHA. A ghost is bound to an object and may not move more than 10m from it. (That was Tom Holsinger’s unofficial suggestion in Wyrms Footnotes 13. I suggest you don't use it as hard-and-fast if you like your ghosts to roam battlements, lonely moors, and so forth. -DM). Wraiths and whirlvishes are variant forms of ghost, and so not undead either.

Thanatari Heads
Once destroyed these become ghosts; but while living and hanging from someone's belt they are undead and can be turned— rolls of 76-95 are ignored and rolls of 96-00 are treated as 01-25. A befuddlement may affect the owner too.

Redcaps
These are affected by turn undead and free ghost. Redcaps are created at ‘ancient sites where much bloodshed has occurred’ — they are a physical manifestation of the hate, fear and other negative emotions that were prevalent during the battle. When a free ghost is cast, this POW returns to the spirits until the redcap comes back a week later. Turn undead merely disposes of the physical form, leaving the composite spirit in limbo until it can form a new body. This body forms from the very earth of the battle site itself. It would take a Heroquest to remove the blight from the area. Only one redcap is created for each battle that occurred at a given place.

Healing Undead
There are several methods of repairing damage to undead.
Skeletons: As long as the skull is undamaged, a repair spell to each broken hit location enables the skeleton to resume its duties. If the skull has been broken, a new use of create skeleton will also be required.
Zombies: Zombies heal one hit point for every 2 points of healing used (though healing 6 will still reattach a limb). There is no time limit for healing. A zombie whose head was destroyed would need a new casting of create zombie. Flame damage is irreparable. Zombies do not heal naturally.
Ghouls: Ghouls heal naturally; all normal rules apply.
Vampires: These creatures regenerate, except for certain forms of damage (see Vivamort cult).
Mummies: A mummy can only be healed with repair. A casting ofthe spell will reattach a severed limb or restore 1d4 points to a damaged (but not severed) location. If a limb which has been reattached with repair is struck before it gets any points back from further castings of the spell, it shatters irreparably.
Thanatari Heads: See cult of Thanatar write-up.
Redcaps: These cannot be healed.


By Alex McDonald (White Dwarf #54 - June 1984)