Summoning the Rivals



Send comments and/or criticism to Simon E. Phipp
Created On 28 March 1999
Last Updated On 28 March 1999
Copyright (c) Simon E. Phipp 1999

See Also:
Overview
Sacred Societies of the Rivals
Cults of the Rivals
Myths of the Rivals
In times of trouble, all of the Rivals may be summoned to help their followers. Such summoning is costly and difficult.

A Shaman must Quest to gain the Summon Rival spells. He must then perform the Ritual. If successful, each of the participants who is a member of the Rival's Sacred Society loses 1D10 POW and loses the Rival Spirit that possesses him, forcing him to leave the Sacred Society. If the Shaman succeeds in the Summoning then the Rival will appear on a roll of the number of participants present who are members of his Society.

So, if 50 members of the Sun Hawk Society performed the ritual, all would lose 1D10 POW and Sun Hawk would appear on a roll of 50%.

Those who lose their Rival Spirit in this way may regain the Sacred Society and gain a new spirit as normal.

The Rival stays until:

1. It is killed physically.
2. It meets a Victorious Rival.
3. Those in a Victorious Rival Society banish the Rival using a similar ritual to the Summoning.

When summoned, the Rivals act as independent deities and are not controllable by their Shamans or by anyone else. They are thus GM controlled and may be used for whatever he sees fit. As deities they are quite powerful and have various abilities. The following statistics are my adaptation of the Nomad God stats to RuneQuest and are based on the equivalent stats for Cacodemon, Crimson Bat and Cwim which have previously been published. I haven't a clue how accurate they are and, as we will never see another Gloranthan RuneQuest supplement, they will have to do.

Some people are uncomfortable with the publication of Super-Monsters such as deities because they cheapen the game or make nonsense of the rules. I would be tempted to disagree as having statistics of deities and heroes has several effects:

Player Characters see how powerful they are and realise how puny they are themselves
HeroQuestors try to match them or to oppose them and are defeated
Heroes can defeat them and show how powerful they are

All of the above are Good Things.

Each manifestation of one of the Rivals has slightly different statistics and should be rolled randomly. This does not mean that the GM should have the Rivals popping up willy-nilly, they should be reserved for High Level campaigns where Heroes interact with the world.

The abilities and powers given here are only guidelines and GMs should feel free to add their own or to amend mine as they see fit.

Sun Hawk

STR 10D6 + 50 CON 10D6 + 50 SIZ 10D6 + 50 INT 30 POW 10D6 + 300 DEX 40

Move 20

AP 50

Talons SR 1 (4D6 + 10D6) 300%
Peck SR 1 (2D8 + 10D6) 300%
Wing Buffet SR 1 (5D6) 300%
Glance SR 1 (10D6 Fire) POW vs POW

Abilities

Wing Buffet has a STR = Sun Hawk's STR, Damage Bonus = 1/2 Sun Hawk's Damage Bonus and does damage to the General Hit Points of all within the area affected.

Automatically Decreases Cloud cover by POW in immediate area.

Glance is as a Sun Spear spell but does 10D6 damage and costs 3 MP.

Can see through Illusions and can see Invisible creatures and objects.

Can tell if it is being lied to, except by Thunder Bird cultists or Thunder Bird.

Brilliant Feathers give 100% Shimmer Defence (as Shimmer 20)

Attacks each round with Claw, Claw, Peck and can also Glance each round.


Thunder Bird

STR 10D6 + 50 CON 10D6 + 50 SIZ 10D6 + 50 INT 30 POW 10D6 + 200 DEX 40

Move 20

AP 70

Talons SR 1 (4D6 + 10D6) 300%
Peck SR 1 (2D8 + 10D6) 300%
Wing Buffet SR 1 (10D6) 300%
Breath SR 1 (20D6 Thunderbolt) POW vs POW

Abilities

Wing Buffet has a STR = Thunder Bird's STR, Damage Bonus = Thunder Bird's Damage Bonus and does damage to the General Hit Points of all within the area affected.

Automatically Increases Cloud cover by POW in immediate area.

Breath is a Thunderbolt doing 20D6 damage which must overcome POW and costs 3 MP.

Claws are Thunderstones which do + 10D6 MP damage and +10 D6 General HP damage, each point of Protection stops 1 HP, each point of Countermagic stops 1 MP damage.

Thunderbird attacks with Claw, Claw, Peck and Breath each round.


Raven

STR 5D6 + 25 CON 10D6 + 50 SIZ 6D6 + 30 INT 40 POW 10D6 + 200 DEX 60

Move 16

AP 30

Talons SR 1 (4D6 + 5D6) 300%
Peck SR 1 (2D8 + 5D6) 300%
Wing Buffet SR 1 (5D6) 300%

Abilities

Wing Buffet has a STR = Raven' STR, Damage Bonus = Raven's Damage Bonus and does damage to the General Hit Points of all within the area affected.

Shrouded in Darkness and difficult to hit - 200% Shimmer Defence (as Shimmer 40)

Can Hide in Darkness - Invisible until attacks at night.

Raven attacks with Claw, Claw, Peck each round.


Condor

STR 7D6 + 30 CON 10D6 + 50 SIZ 6D6 + 30 INT 40 POW 10D6 + 200 DEX 60

Move 16

AP 40

Talons SR 1 (4D6 + 6D6) 300%
Peck SR 1 (2D8 + 6D6) 300%
Wing Buffet SR 1 (6D6) 300%

Abilities

Wing Buffet has a STR = Condor' STR, Damage Bonus = Condor's Damage Bonus and does damage to the General Hit Points of all within the area affected.

Condor attacks with Claw, Claw, Peck each round.

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