Wednesday, 3 December 2014

The Last Log – A Call of Cthulhu scenario - Part II

A Call of Cthulhu scenario set on a Distant Planet far in the future


This is the Part II of this article. Check out The Last Log - Part I

CAMP OVERVIEW

Landing close to the camp, the party's first impression will be that it appears deserted and overgrown, with no sign of life. The campsite covers an area below a rocky escarpment flanked to one side by a ships boat and to the other by a ruined structure. Various chairs, tables and survey equipment lay in ordered piles, three tents and a laboratory pod are the main features. The whole area is shrouded in an eerie silence. The air is still and the site is tinged by green lichen which seems to be growing on all exposed surfaces. As the dust whipped up by the ship settles, the onboard computer registers a breathable if somewhat rarified atmosphere with no significant levels of toxicity. 

1. Large Tent
The contents are seemingly untouched — a few empty food cannisters are scattered about the floor. Cooking equipment is set up to the rear with rough communal seating around a collapsable table. Just inside the tent flaps is a desk and chair from the ship's pod on which is strewn various charts, logs, text books, and the medical aid kit.

Information Points:  
A. Food cannisters. They appear to have been opened recently. Contents analysis will reveal that decomposition is only about 3 weeks old.
B. Medical Kit. The box is open and the contents are in disorder; those with knowledge of first aid will note that the sedative and painkilling drugs are missing as is the drip feed and stand. 
C. The Duty Rosta. This is on the table just inside the entrance and details group activities, shifts and works schedules. The Team personnel are: 
Hannah Ross - Technical Assistant
Steve Cohen - Technical Assistant
Frank Brand - Security Supervisor 
Jem Briggs - Security Officer 
Marsh Gascoigne - Pilot and Engineer
Briggs’ name has been omitted from the last three day entries, and that Brand is noted as sick. 

2. Tent
Tent flaps are wide open revealing rough living quarters. Clothes, beer cans and personal effects Iitter the floor of the tent. There are two camp beds, on one of which lies the wasted body of Frank Brand. An intravenous drip hangs from his right forearm and dangles down to the ground. A broken plasma bottle and stand lie close to the bed. (SAN check, 1d6 loss if failed.) 

Information Points:
A. The body of Brand is strapped to the bed, both hands and legs are bound to the bed frame. 
B. The initial cause of death appears to have been blood loss. A closer examination will reveal a large gouge along the right side of the torso with considerable lacerations. The bed has few traces of blood. Neither has the ground. 
C. Chemical analysis will show that the contents of the bottle was a strong sedative (from the medical kit). 
D. Tags on the clothing show that this tent housed both Brand and Briggs.


3.  Tent 
Part of the rigid steel frame is buckled. Slumped against a support bar is a body with its head resting on its knees (SAN check, 1d6 SAN loss if failed). Contents are two portable beds with personal clothing and effects, there are maps, technical equipment, journals and texts of a mining nature.

Information Points:
A. The body is Steve Cohen (name tag on his jacket).
B. Cohens’ jaw bone and shoulder blades are shattered, fractured and displaced. The neck is broken and the clothing is badly torn. 
C. Some of the vertebrae of the back are shattered — showing that the body was thrown against the metal support pillar, with considerable force. 
D. A pool of dried blood is around the corpse, and the fabric of the tent around the entrance is splattered with blood. 
E. The tent appears to have been inhabitated by the technicians Cohen and Ross. 


4.  The Ship's Boat 
The ship is of an identical design to the landing partys’. Parked precariously all but 10 yards from the cliff face, an external examination of the ship will reveal that the front right hand landing foot is badly buckled. Vegetation and dirt partially cover the ships surface. 

Information Points:
A. A successful  listening roll will detect that faint humming noises emanate from the ship, suggesting that it is still powered. 
B. The rear cabin door is shut tight and opens only if the emergency release is activated.
C. Once opened, the rear cabin area is exposed revealing a huddled body (SAN check, 1d6 loss if failed). 
D. Closer examination shows that it is the body of Hannah Ross, one of the teams technical assistants. 
E. Clutched in the left hand of the corpse is a bottle of capsules. The body is unmarked and the cause of death appears to have been a massive overdose of painkillers. 
F. To characters with Pilot abilities it will be obvious that an abortive launch attempt had been made. 
G. Primary ignition switches are on and control systems disarray. Warning lights indicate landing gear malfunction. 
H. A primitive radar sweep system has been hastily installed and is operational and registering the presence of both landing party and their ship. The hailing tannoy is turned on (much to the alarm of those outside!). 
I. The armoury locker has been unsuccessfully forced, upon opening it (can be forced easily by two of the party) one rifle niche is empty. 
Overview: The ship is fully operational requiring at least two days work with welding equipment to realign the buckled foot. 


5. Temple 
Constructed of rough hewed stone and with paved flooring, its low walls have been reduced through the ages. An altar-like structure stands at its centre made of a dense smooth material, cold to the touch. Two tables have been erected on the site, various artifacts lie upon them, some in plastic bags. Hand tools are strewn around. 

Information Points:
A. A successful spot hidden throw at -20% around the temple will detect a circle of regularly placed black stones. As characters enter the area a breeze (chill) will pick up across the campsite.
B. Artifacts scattered on the table consist of numerous utensils, containers and bone carvings. (The players should be discouraged from too deep an analysis of these artifacts — merely being remnants of an ancient and unknown civilisation.) The books on the table are amateurish drawings of both temple and artifacts. There is a black stone placed on the table which is identical to those surrounding the temple area — they are distinctly alien and of a completely different structure to the temple’s material. Closer examination will reveal that the runes carved on the black stone are both crude and recent (a few months old). 
C. The altar is about chest height from the floor; it is approximately 8' long, with grooves running down its edges some 2" deep; a collection channel is cut into one corner. There is little vegetation visible around the site. 
D. The whole structure is of a solid and sophisticated construction which has borne well the ravages of time. 


6. Ship's Pod 
Standard Transtec laboratory pod. It is awkwardly balanced upon a rocky out- crop. Despite the pod's legendary sturdiness its bottom right hand corner has been crumpled inwards. Only one of its four doors appears open and it is only accessible by climbing the rocks and lowering oneself down into the entrance.

Information Points:
A. Deep impressions in the soft soil surround the pod. They are angular in appearance, starting some 20 yards from the pod's present position.
B. The three closed doors emergency access buttons fail to respond emitting only a hiss, indicating that they are functional. 
C. The outer surface of the pod is scarred with score marks. Gouges around both door and underside are of an irregular and indefinable nature. There are traces of carbon in small round indentations peppering the pod's surface. 
D. Closer examination of the doors will reveal the fact that they have been welded shut, from the inside... 
E. On looking through the pod entrance one can dimly see that the jumbled contents of the lab lie to the far end of the pod.
F. When illuminated, players will see a mass of smashed furniture and equipment; scattered papers and clothing partially cover two legs which protrude from the pile. 
G. Exposing the body will reveal the headless corpse of Cpt Spalding (SAN check, 1d8 loss if failed). 
H. Items of interest in the pod are some welding gear and cannisters. No weapons of any description are visible.
l. The body's head appears to have been literally torn off, there is no sign of it in the pod. 
J. In Spaldings jacket pocket is a black log book. This is the personal mission log of Spalding and details in note form the group's activities since November 25th 2243, dated Day 1. The entries are in the style of a detached professional- brief and emotionless. The notebook is more a scientific log than a personal diary, obviously unofficial.


Day 72. ...malfunction of survey droids at Base 70, running routine checks to establish faults. 
Day 77. am - security officers Brand and Briggs sent to establish nature of fault and possible repair. 
Day 80. am- after absence of a day without communication Brand returns alone in a state of shock, claiming that Briggs attempted to murder him... Brand sedated and stable.
 pm-...Brand's continual ravings unnerving the team, lam concerned for Briggs’ safety; am considering contacting Transtec for back-up and Brand's evacuation and replacement. 
Day 81 . l had to rebuke Ross this morning for wasting company time with alien artifacts, (a circle of black stones she hadn't noticed before) and have been forced to put temple out of bounds, team is stretched with two personnel absent from work rota... still no sign of Briggs. I wonder if he'll return. 
Day 82. Bases 10, 9, 6 all non-operative. Considering shutting down all subsidiary bases and concentrating efforts here... forced to sedate Brand due to his demoralising effect on the team. 
Day 83. am - talked to Brand this morning... no charge (hand writing worsens)...
pm - we have been under attack for three hours now... must assume that rest of party dead... no food... no weapons... have taken all precautions I can... can only hope now... (final entry scrawled and unreadable).

7.  Player’s Ship
See the Technology paragraph below.

8. Piles of equipment
The piles of equipment are all standard mining survey gear. Drill bits, sampling rods, explosives and detonators, some of which are open. 

9.  Service Droids. 
Stand inactive around the camp; successful electronic analysis will show that the batteries are dead and they are in a considerable state of despair.


By Jon Sutherland, Steve Williams and Tim Hall - White Dwarf

Tuesday, 2 December 2014

The Last Log – A Call of Cthulhu scenario - Part I

A Call of Cthulhu scenario set on a Distant Planet far in the future


This is the Part I of this article.

GENERAL INTRODUCTION 

Although designed for Call of Cthulhu this scenario requires little work to adapt to most popular SF RPGS. In our experience, the less the players know about the system or the Lovecraft mythos the more rewarding it is for them. Setting the scenario out of the traditional 20s era shows just how flexible Call of Cthulhu can be. This scenario could be used either as an introduction to CoC for novice players, or as a basis of a new series for experienced ones. The Keeper should read the entire scenario thoroughly, before starting. The players are the crew on a Transtec Inc (an interstellar mining company) freighter (the SS Thatcher), ordered to detour to investigate a nearby planet where a Transtec survey team have lost Contact for several months. They travel down to the planet's surface in the Ship's Boat, which also carries an ATP (see Technology). 

Time Scale (for Keeper and Players)

2224-Discovery of the planet Pozalt 7.
2227-Basic geographical tests carried out. High probability of Mannox (an essential ore for ship drive systems) and other deposits suggested.
2230-lnterest shown by Transtec  Inc and Zark Investments for mining of Pozalt 7.
2235-Homeworld rebellion.  Zark Investments fund revolutionary organisation, Transtec backs government.
2237-Rebellion crushed, Zark Investments assets seized and Transtec rewarded with mining concerns (including Pozalt 7). 
2240-Mining interests of Pozalt rekindled after deposits of Mannox dwindle from existing mines. 
2241-Advanced survey team lands and establishes initial base on Pozalt 7. Planet declared uninhabited although traces of extinct civilisation remains, planet considered viable mining proposition.
2243-12 machine manned sites established. Base one is manned by a small coordinating team led by Cpt Spalding.
2244-Passing Transtec freighter ordered to detour to send an investigative team  to establish reasons for the communications breakdown... 

THE PLAYERS  (Crew of the Freighter, SS Thatcher)

Talos Berik 
AGE: 44 
STR: 13; CON:16; SIZ: 10; INT: 12; POW: 14; DEX: 15; CHA: 14; EDU: 7; SAN: 40 
Hit Points: 13 

Skills: First Aid 75%, Listen 80%, Spot Hidden 75%, Track 70%, Mech Repair 55%. Camouflage 70%, Hide 80%; Move Quietly 85%, Fast Talk 50%, Throw 90%.

Weapons: Slug thrower (auto) 2 shots per round, 2d8 damage, 75%, 8BPs; Bowie Knife 90°/o,1d6 damage (1 in each boot), 15BPs. 

Profile: Security co-ordinator for Transtec Mining Inc, Talos' unique abilities as a scout have been exploited to the full by Transtec. Security is always tight when rival companies compete for new sites. Talos' experience in the field has meant a constant, if unrewarding, supply of security work. During his fifteen years with the company, the ex-marine has become a shrewd judge of character, having met, arrested or totalised villains from every walk of life. Berik has the reputation of being a perfectionist, standing up to anyone who he feels threatens group safety. His clinical approach to the job has gained him immense respect from his colleagues. The trip to Pozalt 7 is to be his last before planned retirement at the end of the year. Physically Talos remains capable but the responsibilities of work have aged him prematurely. Years of solitude en route to missions have resulted in a tense, easily excitable individual brooding and withdrawn. The mission to Pozalt 7 represents the final barrier between him and the luxury of retirement; adventure is the last thing Talos needs...

Keeper Only Notes. Talos Berik is suffering from acute paranoia. Once the events begin to unfold, suspicions towards certain players will heighten... Through careful twisting of the actual plot line the Keeper should do his best to construct a reasonable mistrust between Talos and the rest of the characters. Talos' secret should not even be revealed to the player of the character.

Delia Wasp
AGE: 32
STR: 10; CON: 13; SIZ: 11; INT: 17; POW: 11; DEX: 14; CHA: 10; EDU: 19; SAN: 80
Hit Points: 10
Skills: Chemistry 65%; First Aid 85%; Computer/Library Use 60%; Diagnose Disease 75%; Psychology 55%.
Weapons: None.
Profile: Medic. In many ways Delia represents the complete opposite of Talos; level headed, somewhat overcautious, preferring to maintain a low profile and unwilling to put herself in any physical danger. Although obviously intimidated by security, Delia will speak out against brash attempts to deal with matters medical. A former mortician with the Transtec Cryogenic Division she remains ever calm with the impersonality expected from a professional. The overall impression is that of a rather morbid individual less approachable than the good natured Cpt Gritton.
 Keeper Only Notes. She is likely to be the first to detect Talos’ basic instability (using her psychology skills).

Cpt Peter Gritton 
AGE: 29 
STR: 12; CON:14; SIZ: 17; INT: 13; POW: 13; DEX: 16; CHA: 11; EDU:11; SAN: 58 
Hit Points:. 16 

Skills: First Aid 50%, Listen 60%, Psychology 25%, Spot Hidden 50%, Hide 35%, Move Quietly 70%, Oratory 45%, Pilot Ship's Boat 55%, Drive ATP 40%.

Weapons: Magnum, 2 shots per round, 1d10+2 damage, 55%, 8BPs. 

Profile: Gritton is inexperienced, with little active service to his credit. Having been in Transtecs’ employ for four years his knowledge is largely theory. His rank has been forced upon him by the lack of experienced personnel aboard the diverted freighter. He makes up for his lack of practical skills with boundless enthusiasm. He is less than decisive and prefers to seek the advice of others. He does, however, display a natural flair for organisation. Gritton appreciates the opportunity given to him and sees it as a chance to prove that he is official material. He knows Talos reputation and will not let him undermine his authority. 

Roger Needham
STR: 11; CON: 12; SIZ: 11; INT: 10; POW: 12; DEX: 13; CHA: 12; EDU:10; SAN: 55
Hit Points: 12

Skills: Electrical Repair 45%, Mechanical Repair 50%, Operate Heavy Machinery 40%, Pilot Ship's Boat 90%, Drive ATP 70%, Listen 35%, SDOI Hidden 50%.

Weapons: Ships standard rifle, 1 shot per round, 2d6+3, 35%, 10BPs.

Profile: Bored back-up pilot, irritated with the routine of day to day life in space. The one volunteer of the party, he is a lively individual, willing to contribute his ideas even when not asked.
Keeper Only Notes. Needham is the most flexible of the four. His role although not central is crucial, being the only all round technician and pilot. 

NON-PLAYER CHARACTERS 

Security Personnel 
Five individuals, use same stats for each.
DEX: 12; SAN: 50 
Hit Points: 16 

Weapons: Machine pistols, 1d10+2 damage, 45%, 9BPs. 

Skills: Move Quietly 40%, Spot Hidden 60%, Listen 55%. 
Notes: Under direct control of Talos, they trust him and will be reluctant to follow anyone else's orders. They should not act particularly independently and rely on clear (and simple) instructions from Talos (via throat mikes). Security operatives have high-tensile plastic body armour that will absorb 1d10-1 damage from any attack.

Ships Crew
 Two individuals, use same stats. 
DEX: 11; SAN:40 
Hit Points: 12 

Weapons: None. 

Skills: Ship-handling (general maintenance) 50%. 
Notes: Under Needham's command; they are little more than deckhands virtually useless for any non-ship activities. 

Zark Rebels 
Four individuals, use same stats. 
DEX: 16; SAN: 25 
Hit Points: 15 

Weapons: Machine pistols, 1d10+2 damage, 50%, 9BPs. 

Skills: Move Quietly 55%, Listen 60%, Spot Hidden 50%, Drive APC 40%.

Notes: They have a Zark ATV (see Technology) at their disposal. They will be very unwilling to stand and fight. If attacked they will return fire only for as long as it takes to effect escape. They are semi-uniformed with characteristic Zark Investments insignia. The ATV will be recognised by Talos as standard rebel design. 

The Star Vampire 
STR: 30; CON: 15; SIZ: 30; INT: 12; POW: 15; DEX: 10 
Hit Points: 15 
Weapons: Talons, 40%,1d6+2d6.  Bite, 80%, Blood drain. 
Note: Read section on Star Vampires in rulebook for attack details. SAN loss for sighting, 1d10. Lose 1 SAN even if successful. This hideous servitor is automatically summoned 1d6 hours after any individual breaks the warding created by the stone circle. It will attempt to rend all those in the area and will only withdraw when the party has either left or been destroyed. It also possesses the ability to use shrivelling spells to its POW limit but prefers to rip-up its victims. 

Jem Briggs — The Sniper 
STR: 12; CON:15; SIZ: 14; INT: 7; POW: 9; DEX: 16; CHA: 5; EDU: 6; SAN: 0 
Hit Points: 15 
Weapons: Ships Rifle (6 shots only) 75%,1 shot per round 2d6+3 damage, 10BPs 
Skills: Listen 70%, Spot Hidden 70%, Move Quietly 65%, Cthulhu Mythos 25%, Kick 30%. 

Notes: Briggs is the last remaining survivor of the first expedition. Constantly on the run from both rebels and tribes-men, he has led the life of a scavenger stealing food from the base whenever he can pluck up the courage to do so. Hidden in the rocks he will open fire on the party if they venture too near the temple. Make sure the players have actually broken the warding around the temple before he fires! He knows its danger, and has seen the monsters (his SAN proves this!). lf all else fails or he runs out of ammunition Briggs will run directly towards the temple in an attempt to stop the accidental summoning, screaming and gesticulating madly. He is long past caring about being rescued. if he is captured alive, at first he is just a gibbering wreck and is unable to make himself understood in any way. After a while and under sedation, Briggs will quieten down and begin a delirious, but coherent babbling, describing the summoning of the Vampire at Base 10, the nomads of Dan-A-Thos and their outrage at the ‘desecration’ of Base 1 and the danger of the Temple (see Keepers explanation of the destruction of Spalding's party).


By Jon Sutherland, Steve Williams and Tim Hall - White Dwarf

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)