Harrek the Beserk
Not one of my major projects, I do from time to time flick back over MunchKin Quest, as do my players when they go on the Net. After playing Dragon Pass and seeing the sheer killing power of superheroes like Jar-Eel and Harrek I was told that their statistics in RuneQuest terms didn't reflect their power. I concurred, so one bored lonely night I expanded Harrek's description.
I don't believe that you'll find much use for his stats, not only are they unofficial they are not going to come into question often, but then who uses the stats for the Crimson Bat, but where would be without them : )
Should any PC happen to kill Harrek, they are obviously cheating. Ban them from your game from that day forth, even if you don't know how they did it.
Harrek The Beserk
Death Incarnate, Superhero, ex-initiate of Rathor, human male, chronological age 28
STR 27/300 Move 3 (6/fly 6) R Leg 305/107
CON 24 Hp 21+300(skin)= L Leg 305/107
SIZ 18 321 Abdomen 305/107
INT 16 Fp 51-10=41 Chest 305/129
POW 69 Mp 69+300(skin)= R Arm 305/81
DEX 32 369 +spcl L Arm 305/81
APP 15 DEX SR 1 Head 305/107
Weapon SR att/par dmg pts
1H Sword 2 230/245 1d8+1+2d6
Fist 3 190/100 1d3+2d6
White Fang 2 310/335 1d8+5+3d6 20/1.5
Claws 3/4 600/550 2d8+2+20d6+spcl inf/7.0
(White Fang 2 365/335 1d8+16+2d6 )
Spells Cast: Bladesharp 11 on White Fang, Detect Enemy, Detect Magic, Mobility 3. The Loskalmi magic spirit has a permanent Cast Back 9 and Fly 9 cast upon him.
Spirit Magic (430-10=420%): Befuddle(2), Bladesharp 11, Demoralise(2), Ignite.
(intellect spirits): Darkwall (2), Detect Enemy, Detect Magic, Disrupt, Extinguish 4, Glue 2, Mobility 3, Mindspeech 3, Repair 2, Visibility (2).
(matrix): Ironclaw 10.
(known by magic spirit): Heal 7.
Rune Magic (all plundered on HeroQuests, all one-use; 185-10=175%): Absoprtion 12, Beserk (2) x3, Breathe Air/Water, Chameleon (2)x2, Cloud Clear 21, Command Undine x4, Float 6, Shield 13, Silence Sphere x2, Submerge 10, Teleportation(3).
(known by Magic Spirit; 100%): Find Prey x2, Heal Body(3)x2, Identify Scent x6, Shield 7, Spirit Block 8, Worship Rathor x4.
Sorcery (known by magic spirit; Intensity 84; Presence 45): Cast Back 116, Fly 86, Regenerate 94.
Skills:
Agility (+23): Balance 50, Boat 190, Breakfall 150, Combine 1H Sword Attack w/claw attack 160, Climb 220, Dodge 220, Jump 280, Ride 75, Skate 100, Ski 75, Swim 185, Throw 140.
Communication (+29): Bargain 70, Fast Talk 70, Orate 90, Sing (Rathori War Chants!) 50.
Knowledge(+6): Animal Lore 85, Blind-fighting 120, Concetration 85, Craft/armouring 80, Demon Lore 65, Evaluate 95, First Aid 75, Human Lore 110, Spirit Lore 70, Shiphandling 130, Undead Lore 55, World Lore 105.
Magical(+85): Ceremony/Rathori 200, Ceremony/Loskalmi 105, Ceremony/Aldryami 165, Ceremony/Ygg's Islanders 170, Enchant 180, Spirit Dance 210, Summon 195.
Manipulation(+37): Conceal 135, Devise 90, Sleight 65.
Perception(+32): Listen 210, Scan 280/800, Search 215/800, Smell 50/800, Track 175/800.
Stealth(+45): Hide 60, Sneak 70, Swim Quietly 50.
Languages: Aldryami 50, Rathori 66, Loskalmi 40/24, Tradetalk 42/34.
HeroQuesting Powers:
- Immune to all fear and fear related attacks.
- Can attack spirits and bind them without going discorporate, even gods. Can bind upto his POW in spirits in this manner.
- Can leave the path of the Dead.
- Can see onto the mundane plane and the spirit plane.
- To kill him requires the use of the Power of Death, even on the mundane plane.
- Can communicate freely with bears and can control them at will. Sentient, free-willed bears must have their magic points overcome. Takes one action to use this power.
- Can, at the cost of one action, destroy any undead being if he overcomes it's magic points with his own.
- Has an overwhelming aura of Fear around him. Anyone, even spirits (even magically controlled spirits!) will not approach within 100m radius unless they succeed in a POWx3 roll - should the creature have pertinent Passions (i.e. Hate Harrek) then add these to the roll. The creature is demoralised anyhow, unless the roll was a POWx1. The roll need only be made once everytime they attempt to engage with Harrek.
- Given a run up of about 500m he has learnt to head barge large objects like buildings etc... The object takes 20d6 damage, with Harrek taking an equal amount. As he is immune to non-magical damage whilst wearing the skin, this is rarely a problem.
- Embodies the Death Rune. Can, at no action cost, stop the casting of any Death Magics within his POW in metres, even if he is not the target. No roll is required. Gods, demigods and dragons are beyond his scope. Harrek has the power of Death. He can, given a long ritual of about a day and the permanent expenditure of 3 POW, sever runes.
- Embodies the Infinity Rune.
- Has a kingdom on the southern continent. This kingdom is more a spiritual, than physical kingdom he created to succeed in Errinoru's HeroQuest. It is responsible for his high runes and his high passions. It grants him 6 support points when on the HeroPlane, in addition to those gained from other sources.
Runic Benefits: The following benefits are gained from having large Runic Links. The rules for this are explained in the, as yet unpublished, HeroQuest rules by Sandy. He gains a Sever Spirit on SR 10 of every round at no magic point or action cost. He has the following bonuses; STR+9, CON+6, DEX+8, POW+50, INT+2.
HeroQuesting Geasa: Harrek can be attacked by spirits on the Spirit Plane without them becoming Visible - he exists on both planes at once.
Special Items:
- A big iron claw, a matrix for Ironclaw 10.
- The "Arcas Power" this is a belt of silver mesh that grants the wearer the ability to resist all magic with 50% more mp's than he has. It also grants him 5 AP's on all locations. It gives him kinship with bears, allowing him to converse with them and hibernate with them. No bear will attack him whilst he wears this.
- He wears a ring that renders him immune to all poisons.
- His enchanted broadsword is called "White Fang". It is a skill matrix that increases the wielders att% by 5% for every 10% that they have above 70. It also holds a powerful ancestral Rathori Magic Spirit that knows Heal 7 and has various rune magics. It is called Rathorim. It also inflicts 1d8+5 dmg upon a sucessful strike due to superior quality (not magic).
- He also wears the skin of the White Bear God. While wearing it he is invunerable to all non-magical attacks, grants a permanent Countermagic of 10 (not that he needs it) and allows him to draw upon the bound spirits magic points (not that he needs to do that either). The POW of the Spirit is added to the wearer's Hit Points and becomes the wearer's STR, when attacking with the claws or using the claws in some other fashion (such as pushing an enormous object). The POW is also substituted for CON for posion resistance rolls, heroic action rolls etc...
The claws allow him to attack and parry with each one, giving him two attacks and two parries a round. The claws are powered. Any wound caused by the claws cannot be healed until purified by a Healer from Chalana Arroy, Xiola Umbar, Erissa etc... It takes a First Aid roll and one Melee Round of activity to purify a wound, although a Divine Intervention to a Healing God will also work.
While wearing the skin, Harrek may go Beserk at will as per the spell. The skin itself is alive and can possess any weak willed wearer amd devour his/her soul to replenish the dead gods life force, only if it succeeds in an POW vs. POW.
The wearer of the skin regenerates the skin's POW/round. The skin itself has the skills Scan, Search, Track and Smell at an effective 800% and can relay this information to the wearer. The skin itself is invunerable. It weighs 7.0 ENC. Anyone trying to remove the skin from someone it wants to remain attatched to (Harrek is one of these people) they must match their STR against it's POW to pull it off.
Spirits: Polar Bear God (POW 300, INT 26)
Intellect Spirits (POW 32, INT 8; POW 31, INT 7; POW 29, INT 7)
Loskalmi Magic Spirit (POW 34, INT 17)
Rathorim (INT 7 (fixed), POW 63)
Salamanders 10m, 10m, 8m
Undine 10m, 7m
Sylph 6m
Wraiths POW 17, 16, 21
Passions: Hate Lunars 40, Hate Mostly Anything Else Besides 10, Love Gunda 25, Love Companions 15, Loyalty Wolf Pirates 30, Loyalty Gunda 25, Lust Treasure 25, Lust Power 20, Fear Nothing 100.
Runes: Water 55, Storm 35, Darkness 25, Fire/Sky 15, Earth 10, Man 60, Beast 40, Spirit 40, Mobility 40, Stasis 35, Disorder 40, Mastery 85, Magic 55, Death 100.
Notes: Of course, you may also notice the extreme lack of magic items that Harrek has for a raider. He gives most items to his fellows, who are also of at least Rune Lord status. He rarely leaves them alone for too long. They are the main problem with killing him, his allies are a bit too powerful. |