From: Sandy Petersen (SPetersen@ensemblestudios.com)
Date: Mon 02 Feb 1998 - 21:28:30 EET
A friend from Finland recently asked me just how tough Argrath, Harrek,
et al would be in RuneQuest terms. I looked through my notes and found
that I had actually written up Gunda the Guilty in such stats. Thinking
that some Digesters would find my version of her interesting, here goes.
Note that she uses Petersen's sorcery rules. (Duh.)
GUNDA THE GUILTY
STR 15+30 = 45 fatigue 90
CON 45 hit points 29 (Note: Resist Death 21)
SIZ 13 magic points 78 + pool of 10,000 (app.)
POW 78 Note: Resist Damage 20
DEX 24 Castback 30
APP 9 Resist Magic 20
Boost Attack 20 (+50)
Boost Parry 20 (+50)
Boost Stealth 40 (+100)
hit location armor/pts
r leg 18/10
l leg 18/10
r arm 18/8
l arm 18/8
weapon sr attk/parr damage pts
Spear of Solace 2 374/292 1d100+3d6 40
Spear of Solace, thrown 1/5/9 339/-- 1d100 40
Shield 5 194/320 1d6+3d6 24 (plus Break
Note: against mortals, typically splits her spear attack into 3 separate
attacks at SRs 2, 5, & 8, with an attack percentage of 124 each. She
also splits her parry into up to three separate parries (106 each) when
fighting multiple foes. Uses attack spells when facing an enemy of whom
she does not want to acquire the sins. (See Spear of Solace, below.) The
shield attack is normally only used if the spear is currently at 0 or
fewer hit points.
Personality: brave/cowardly 100/0; chaste/promiscuous 100/0;
Runes: Darkness 50; Ocean 15; Earth 0; Sky 0; Storm 35; Lunar 0
energetic/lazy 80/20; forgiving/vengeful 50/50; generous/selfish 90/10;
honest/deceitful 100/0; honorable/dishonorable 100/0; just/partial
25/75; loyal/independent 50/50; merciful/cruel 50/50; modest/proud
100/0; temperate/indulgent 100/0; trusting/suspicious 10/90;
Change/Stasis 40/45; Harmony/Disorder 3/75; Life/Death 25/65
Runes: Darkness 50; Ocean 15; Earth 0; Sky 0; Storm 35; Lunar 0
MAGIC: While her magic is excellent by normal standards, it is
insufficient to qualify her as a magician in Dragon Pass terms. She is
an autotheist -- spells enhancing her own stats and skills receive her
Specialty bonus. She knows all Arts.
Presence: 241 High Vow +77; Vessel +19; Lore Mastery +15 (Enchant,
Summon, Animal Lore, Glorantha Lore, Mineral Lore, Plant Lore, World
Lore, Read Brithini, Read Orlanthi, Read Pelorian, super-Ceremony = +5);
abjure Rune magic +2; abjure spirit magic +2; shun immortality +1; shun
tap +2; undergo the Kiss +36; Ogre King Doom +24; wield Spear of Solace
+49; abjure servitude +6 (including familiars, riding animals, bound
spirits, etc.); abjure all worship +8
Maintains -- Boost STR 30, Boost Attack 20 (+50), Boost Parry 20
(+50), Boost Stealth 40 (+100), Break Blade 7, Castback 30, Resist
Damage 20, Resist Death 21, Resist Magic 20 (note: her Ceremony permits
her to get such high Intensities). All skills listed include the
aforementioned skill bonuses from spells.
Remaining Presence = 34.
Specialty Spells (the number of levels she can use for each spell is in
parentheses): Boost STR 200 (40), Boost CON 140 (28), Boost SIZ 90 (18),
Boost DEX 180 (36), Boost Agility 130 (26), Boost Attack 200 (40), Boost
Manipulation 100 (20), Boost Parry 150 (30), Boost Perception 120 (24),
Boost Stealth 170 (34), Diminish SIZ 190 (38), Haste 150 (30), Project
Hearing 100 (20), Project Touch 160 (32), Project Vision 110 (22),
Regenerate 90 (18), Skin of Life 190 (38)
Note: these only receive her specialty bonus when cast on
herself. Otherwise divide levels by 4.
Other Spells (the number of levels she can use is in parentheses):
Attract Magic 90 (5), Attract Missiles 140 (7), Boost Armor 100 (5),
Boost Damage 110 (6), Break Blade 200 (10), Castback 90 (5), Diminish
STR 160 (8), Drain 160 (8), Evoke Cold 150 (8), Identify Spell 120 (6),
Locate Object 120 (6), Neutralize Magic 170 (9), Protective Circle 200
(10), Resist Damage 180 (9), Resist Death 130 (7), Resist Magic 140 (7),
Resist Poison 110 (6), Telepathy 200 (10), Treat Wounds 190 (10), Venom
Note: her Break Blade spell is unique to her & her minions. It
must be cast upon a shield, and requires Intensity equal to the shield's
ENC. When the shield successfully parries, compare its AP to the
attacking weapon's AP. If its APs are higher than the attacking weapon's
APs, the latter loses 1 AP. If its APs are at least twice as high as the
attacking weapon's APs, the latter instantly shatters. Thus, her
24-point shield shatters 12-point or weaker weapons, damages 13-23 pt
weapons, and does nothing to 24-pt or higher weapons.
Her Resist Death spell will be new to many readers. it works as
follows: per Intensity, the target can go 1 HP beyond normal death
without actually dying (she is still unconscious, though). It also works
in the normal Resist manner when trying to block Death magic; that is,
any spell which causes death directly, such as Sever Spirit, Fang of
Ritual Spells: Enchant 130, Summon 110, Ceremony is infinite -- the
longer she spends at a ceremony, the greater her spell percentage
becomes, with no limit to how large a ceremony bonus can be added;
Curse, Enchant Iron, Magic Pt Matrix, Open Seas, Spell Matrix
Skills: Boat 190, Climb 120, Dodge 220, Jump 100, Ride 0, Swim 95,
Throw 120; Fast Talk 50, Orate 35, Speak Old Brithini 90, Speak Orlanthi
(Fronelan) 110, Speak New Pelorian 70, Speak Tradetalk 85; Animal Lore
140, Glorantha Lore 200, Mineral Lore 90, Plant Lore 130, World Lore
110, Read Brithini 105, read Orlanthi (Fronelan) 90, Read New Pelorian
110; Shiphandling 100; Conceal 100, Devise 60, Sleight 110, Listen 120,
Scan 110, Search 100, Track 140; Hide 200, Sneak 220
Abilities: her automatic abilities are always in effect. Gunda cannot
"turn them off".
Queen of the Kiss (automatic): no emotion or mind-affecting
spells or powers affect Gunda. A shade can kill her, or a lune could
damage her INT, but they cannot drive her mad or frighten her. This
includes benign or beneficial spells such as Berserker or Erotocomatose
Spirit Drain (automatic): each attacking spirit loses 1d10+10 MP
each round. If Gunda bothers to fight back and overcomes it, it loses an
additional 1d3 MP. When she is in spirit combat, she need not make
Concentration rolls to go about her business. The MPs drained by this
are added to Gunda's Pool.
Ogre King's Glance: by willing it so (she cannot use other
non-automatic abilities while using this), when she looks at another
individual within 100m, she can force that person's STR to drop by 14
per MP she spends, to a minimum of 1. She must be able to see some part
of that person's bare skin, hair, or blood to use this. She can only
invoke this against one individual per strike rank, and cannot attack in
the same SR she uses the Glance (but she could glance in SR 1, strike in
SR 2, and glance again in SR 3). A given victim's STR may only be
dropped once. Lost STR recovers at the rate of 2 pts/day, and she cannot
repeat a Glance at a person until he has fully recovered.
Spear of Solace: the Spear of Solace ignores all armor except
adamantium and does equal damage to HP and MP. Anyone wounded by it
receives the instant knowledge that, should he (or she) be slain by the
Spear, all his her mortal sins will be removed from his soul, and placed
upon Gunda's. All MPs drained by the Spear are immediately added to
Gunda's MP Pool. The Spear is permanently attuned to Gunda, and counts
as part of her body for purposes of touch spells, etc. She always knows
its whereabouts and vice versa. The Spear can instantly summon itself to
Gunda's hand at any distance or place.
The Spear heals from damage taken at the rate of 1 pt / SR. It
can continue to heal, even from negative damage, so long as Gunda is
still alive. It can transfer its own HP to Gunda at any range, and then
regenerate this damage at its usual rate.
The Spear's damage can be stopped by magic defenses -- it
strikes as a Rune spell equal to the number of damage points rolled on
the d100 part of its attack. Thus, on a roll of 42, it hits defending
magic as if it were a 42-point Rune spell. Adamantium stops the spear's
entire attack, after which the adamantium shield, piece of armor, etc.
shatters into fragments and the spear takes 3d6 damage.
Curses: Queen of the Kiss: may never know love.
APP remains fixed at 9, regardless of spells, illusions, makeup,
etc. Illusions or spells which alter one's visage do not affect her --
her clothing can be altered, but not her form or face. Even invisibility
does not affect her.
Bears the load of sins of hundreds of sinners, plus the
knowledge that many of her worst enemies died shrived of sin, certain of
a destination in Solace in Bliss.
Magic Items: she wears enchanted iron armor made in the Brithini style,
and carries an iron-bound shield. The interior surface of her shield
contains matrices for all her "Other" spells, and her hair has tied into
it separate decorative matrices for all her specialty spells.
Her plate is designed by a master Horali armorer, and takes
half-again as much damage as normal iron plate, except for her
breastplate, which is enchanted to take double damage. Remember the
Break Blade spell on her shield!
Notes on Fighting Gunda:
Starting on SR 1, she uses her Ogre King Glance to lower the STR of her
most imposing opponent. She keeps Glancing once per SR vs. each opponent
until all are affected. Then, 1 SR later, she attacks with her spear. If
she has enough SRs in that round, she splits her attack to attack again
3 SRs later. She is very hip to using her spells, and will readily
resort to spell use to enhance her abilities, diminish her opponent's
chances, etc. if she is given any reason to suspect that simple
attacking via the Spear will not be sufficient to win the day.
She can throw her spear up to 3 times in a combat round by
hurling it, then willing it back into her hand. Her chance to hit is not
as good this way, and it does slightly less damage, so she prefers
melee, but not by much. She also only has normal javelin range when
throwing her spear.
Note that she is a terrific scout, with excellent stealth skills
& extremely good sensory magic. She will normally scout out an enemy
position personally before taking any action, and it is unlikely that
she or her minions could be taken unawares.
Gunda's Minions: Gunda is normally accompanied by some or all of the
handpicked crew of her Wolf Pirate ship, consisting of 20-100 dangerous
folk -- bout a fourth of them are the equivalents of rune lords, another
fourth are at least journeyman sorcerers, and the rest are skilled
weapon masters. All have iron blades, at least some iron armor, and know
significant sorcery, including Break Blade. The crew is all fanatically
loyal, of course.
And naturally should you kill Gunda, you have an angry Harrek to
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