Shane wrote:Lance, the following question was posted by Geoff from the MMB:
Hi Shane,
I have been thinking about this one for the past day (and even went to find my Companions modules).
They were covered in the Brotherhood of the Bolt series (Curse on Hareth, Plague of Terror, and Brotherhood of the Bolt), specifically in the Brotherhood of the Bolt.
First some background to put my answer in perspective.
Some of the character stats in John's game were of his own creation (with similarities to other
RPGs (stat range 3 - 18 - referenced from the Brotherhood of the Bolt module)):
Malignancy (MAL) - a measure of how powerful one is, based on experience, expertise, combat skill level, or the like. MAL is an aggressiveness rating similar to the Monstermark (see 'The Monstermark System," by Don Turnbull, White Dwarf, issues 1 to 3). Non-adventurers have a MAL of 1 - 2, beginning adventurers have a MAL of 5 to 8 (depending on armor and weapon), experienced adventurers have a MAL of 10 to 50, dragons and other exceptionally powerful creatures have a MAL of 50+.
Intellect (INT) - The ability to think clearly and logically.
Personal Magnetism (
PM) - the strength of one's personality. a measure of the psychic force at one's disposal allowing one to control magic or influence others.
Now to the EBFs (summarized from Brotherhood of the Bolt):
Evil Black Floaties (EBF): a generic non-corporeal monster
Murk and mist have coalesced into a cloak of a creature without substance.
....some
RPGs call these examples of the more powerful walking dead wraiths, ghosts, spectres, wights, and so on...
....Most of the floaties of this type are not inimical to the player character, but may give them warnings or send them on a quest to right ancient wrongs....
....The truly vile monsters of this type are the non-corporeal types, created by the addition of a great deal of power to living bodies....
It then goes on to list the stats for this type of creature:
INT = 14 - 18
PM = 12 - 18
MAL = 25 - 70
Thus, there exists among the EBFs a kind of Hierarchy, with their abilities covering a wide range. Common to some is the ability to drain away life force...others sap the strength or the will, and still others may kill by a touch. Some do none of these, merely being able to instill primal terror in those who view them, or spread confusion, distrust, or unrest. Most have the power of limited telekinesis....
I know my answer did not directly answer Geoff's question but this is just to give you an idea of what they really were (in the game and to the parties involved), something not to be trifled with and we never REALLY knew how powerful they really were. It was up to John.
It could of been as lowly in power as a wraith, or as powerful as a super-spectre.
Some were man-sized, others well......we once ran into one that was 100 FEET LONG...yes, I am not kidding here.
How did the party defeat it??? We did not, at least, not directly. The party enlisted the aid of a River Spirit (see Companions module, Places of Mystery IV - Highroad: Volcrax's Toll).
What the party essentially did was instead of giving the Water Spirit just coin, we tossed in some of our magic items to persuade it to fight for us (although, I think this was one of John's ways to drain off some of our excess magic items).
Well, it worked; the Water Spirit rose up and defeated the quite large EBF.
Lance