eliakon wrote:Not all immunities.
Just makes it so the attack is treated as magic/psionic and thus hurts creatures that can be hurt by those attacks.
If you cant be hurt by magic or psionics then you can yawn at Malvoren too.
Malvoren states:
A strange side effect of damage from a weapon melded with and powered by the Malvoren is that it will harm creatures normally immune to conventional weapons. Any creature that can be harmed by magic or psionics will take full damage even if they are normally immune to that type of damage. This even includes beings like Vampires, Werewolves, and even Cosmo-Knights!
This isn't saying that the attack is treated as if magic/psionic. It seems like it's almost giving contradictory statements:
1st half: A strange side effect of damage from a weapon melded with and powered by the Malvoren is that it will harm creatures normally immune to conventional weapons.
This is saying that even if someone is immune to fire, they can still be killed by a malvoren with a flamethrower or plasma or whatever it may be.
2nd half: Any creature that can be harmed by magic or psionics will take full damage even if they are normally immune to that type of damage. This even includes beings like Vampires, Werewolves, and even Cosmo-Knights!
This looks like it's backtracking a little in the first half of this saying "any creature that
can be harmed by magic or psionics" will take full damage.. It's saying that unless you're immune to either magic or psionics, you can't bypass their resistance/immunity.
Let's look at the examples of creatures it gives:
Vampires:
Decapitation, Fire (limited) - Fire, smoke and heat have no effect on vampires. Not even plasma energy blasts or M.D. flames. Herbs, Holy Symbols/Cross, Magic (limited) - Ballistic Fire, Call Lightning, Dragon Fire, Electric Arc, Fire Ball, Meteor, Wall of Flame, etc., inflicts half damage direct to Hit Points. Creatures of magic that also possess Supernatural Strength inflict their full M.D. as Hit Point damage to vampires in physical. Note: Augmented and Robotic P.S . does no damage to vampires even if the ' Borg or 'Bot is capable of inflicting Mega-Damage., Spells, Techno-Wizardry, Psionics (limited), Silver, Soil (conditional), Sunlight, Water, Holy Water, Running Water, Rivers, Water Weapons, Wood, Wooden Stakes.
Powerful explosions, impacts, falls from great heights (100 feet/30.5 m or higher) and punches by giants, giant robots and super-strong creatures that inflicts a good amount of damage (31-200+ M.D.) may knock a vampire down, but do not inflict damage. Impervious to normal fires, heat and cold. Normal fire, smoke, heat and cold do no damage or injury to vampires. Magic fire and cold-based attacks as well as other magic energy attacks do half damage.
They're immune to all fire, but they take damage from MD Magic Damage. So in this case, if we have an SDC flamethrower and it is charged with the Malvorens ability, it bypasses the full immunity of the vampire. If they deal damage magically, it bypasses the partial immunity.
Werewolves:
Natural Armor Rating: Special! Like the vampire, the werebeast is invulnerable to virtually all weapons, including mega-damage energy weapons, explosives, bullets, fire, wood, and poison/drugs. However, also like vampires, werebeasts are vulnerable to ordinary silver. Weapons that have at least a 50% silver content inflict double damage to the supernatural things. Thus a silver-plated dagger, which normally inflicts 1D6 S.D.C. damage, inflicts 2D6 points of damage direct to the monster's hit points. Although werebeasts possess bio-regenerative powers, they are nothing like the vampires' so being bludgeoned or stabbed by silver can kill the creature without requiring decapitation and staking.
Limited invulnerability: See natural armor rating description. The creature is vulnerable to magic, psionic attack and weapons made of silver (double damage). Wolfbay and garlic will hold all werebeasts at bay, like a vampire, but the cross, sunlight and running water have no adverse effect. Powerful mega-damage attacks and explosions that inflict great amounts of damage may knock the creature down or stun it. Same Knockdown! Impact table as for vampires.
Werewolves are far nastier than Vampires in terms of immunities. They are vulnerable to magic/psionics and silver, but the Malvorens ability doesn't "convert" the attack to magic/psionics for terms of bypassing their immunities, it just sees if they have a weakness and adapts to it.
Cosmo-Knights:
Magic spells, circles, wards, weapons, potions, and attack of all kinds do normal damage, as do psionic and physical attacks like M.D. punches, rail guns, bullets, impact from a fall, and explosions.
Impervious to fire: All plasma, fire and heat attacks (except magic fire) do NO damage regardless of the mega-damage they may inflict. The knight can fly through the enveloping corona of a star, or the center of a thermo-nuclear bomb without taking damage!
All other non-magical energy attacks, including lasers, particle beams, ion beams, and other beam weapons do only ONE-HUNDREDTH damage; in other words, divide any energy damage by 100 before applying it to the character's M.D.C. total. That means that only the largest and most powerful energy weapons have even a prayer of harming a cosmo-knight. This resistance is one of the things that allow these warriors to battle spaceships single-handedly.
The subject of many discussions (are lasers fire attacks, etc etc).
Let's look at a Scarecrow Mystic Knight:
Natural Abilities (Scarecrow): Impervious to cold, heat and poison. Normal weapons do no damage. Likewise, they are impervious to magic that affects the human body, such as clouds and gases, paralysis, blind, mute, age, sickness, and even life drain. Only forceful magic attacks, such as Call Lightning, Fire Ball, Wind Rush, Magic Net, walls/barriers, all the fue spells, etc., can inflict
damage or impair movement.
Impervious to Energy! (Mystic Knight): The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation. Magically created energy and ley line storms inflict half damage. Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Biades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
He's not immune to damage, which means that normally, the way you could kill the Scarecrow would be with fire. Coupled with the Mystic Knight, the Scarecrow becomes fully immune to dying...this way. In cases like this, being a Malvoren won't really help, except for the protection you get from being inside a mech and buffs like that. The most effective way to kill a scarecrow is to remove his soul with the Soul Drinking Rune Weapon property. Thanks to the Mystic Knight, we know that they take full damage from Rune Weapons. Other than that, i can't really think of a way to kill a Scarecrow Mystic Knight. Just in case that doesn't work for whatever reason, you'll have to dismember the scarecrow, put the limbs/head and chest into boxes and get someone to throw them into separate black holes. That will effectively end the character.. Unless you feel that the part about them reforming in 12 hours bypasses that. If so, then the Rune Weapon is really the only way I can think of.
Sorry about going on with this so long, just wanted to make sure that everyone knows a Mystic Scarecrow can die.
I cheat to win and I win because I cheat.