HQ leaves a lot to the GM, which is good and bad. The following are some tables I have found useful. You can see them all on a single page - HQ Tables
This is a free attack made at the start of any action a player character makes whilst adjacent to undead (who smell bad) or chaos (who are considered scary).
This is an attack made by acid, such as a Gorp.
A swarm is a large mass of many creatures, classically insects, but not limited to them. A swarm of bats, birds, rubble runners etc is perfectly approproiate. The essence however is that there are LOTS of them, so that the sheer numbers make them into somehting bigger and much more dangerous.
A swarm can attack as many as its STR in Large per round (a human is Large 6). Ignores multiple attacker/defender effects.
Player Defence: Dodge, Run Fast (-5), Run (-10). Armour value may count as an edge vs creature swarms instead of a combat value in extended contests.
Attacks: players must have an appropriate skill or item to defeat a swarm (assuming they are individually small creatures). Large, Fire, Magic, Swat etc.
Resist with Tough or Survival Players with an ability to see in the dark use that ability as an augment to reduce the darkness penalty. Magical see in the dark is done as an attack vs the darkness level as follows:
Types of poison: Instant, Debilitating, Lingering
Effects: damage, paralyse, weaken, sleep, passion.
Poisons will normally attack every round after application, counting as a seperate attacker and using a bid of 1/3rd their strength (eg 12/4). This can be varied. Any success will stop further attacks.
Types: alarms, barriers, hurts, warnings, damage, visibility.
A warding might have multiple types applied. The Str of the Ward is wahtever STR is used as the target number for the resistance.
* A Test is vs the casters awareness.
Everyone can move 3 squares without rolling (using a square grid where 1sq= approx 2yds). Moving further AND performing an action will require a contest vs resistance equal to: (number of sqs-2)x5. So 4 sq would be vs 10. Such a move and perform action must include your AP bid before rolling. Must bid minimum of 2AP x squares.
Use Run Fast or Run(-5)
Are rated for visibility, difficulty to remove and lethality/type.
The trap will have a rating equal to the resist rolled against by the setter.
For visibility: marg - something doesnt look right, minor or better - seen
For effect: resist traps with the following, depending on the effect type: Luck/Piety, Tough, Dodge, Run Fast(-5).
To remove a trap:
See in the Dark
Poisons
Wards
Movement
Traps