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About HreshtIronBorne

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    Senior Member


  • RPG Biography
    I started playing Stormbringer with my high school friends and the father of a friend in choir. That was over a,decade ago. I have been a player in several years long campaigns, most with RQ2/3 or Stormbringer. I aspire to some day GM well.
  • Current games
    Currently a player in a fledgling Eleven Lights campaign after retiring from a Traveller/RuneQuest in Spaaaace - Pirates of Drinax campaign.
  • Blurb
    Huge Gloranthaphile. Definitely a power gamer for better or worse.

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  1. As far as I understand RAW PCs start with 3 RP and 3 cult special spells known of whatever required number of rp or variability as well as access to all common magic, for the big cults anyway.
  2. I had been playing a Humakti Warrior and a Lhankor Mhy Sorcerer Librarian. With the AP values on armor brought closer together and max equippable AP at a given wearable ENC being lower than RQ3 it is hard to keep everyone's limbs together, and you're always wary of the unlucky possibility of a crit to a vital location. This might be considered a feature rather than a bug of the current RQ:G rules. With flatter HP totals and the way damage scales situations become instantaneously lethal rather quickly. Without magical bonuses to parried damage, like Gifts/Geasa or Earth Shield and such, non party armor can quickly become irrelevant. Bladesharp 6 punches through bronze plate if you get the drop on an opponent. I am wondering if there is some way a PC party can get themselves to the point they can fight stuff in Dorastor and some of the other legendary encounters in Glorantha. Or does it come down to, 'bring cannon fodder NPCs and walk on their corpses to get the baddie'? I don't see a way some of the encounters I have seen wouldn't just 1-shot 1 or more PCs a round.
  3. I was wondering if there are plans to bring the Strengthening and Armoring Enchantments of older RQ versions back or if there is another way that a suitably Heroic individual might soak some mighty blow without just having "Shield x=Huges" be literally everywhere and on everyone.
  4. The RQ:G RAW state that temporary spirit magic damage buffs do not harm spirits.
  5. Actually we had a couple batches of characters go completely from ZERO to HERO. We have played through the Argrath campaign from beginning to end, winging a ton of it, twice. We had a different person play the Argrath-to-be PC each time. The whole party were eventually Rune-Lords and Rune-Priests, each party also had a shaman. DAKA FAL protect us, we have done some messed up things with shamans over the years. There have been other, less epic campaigns, like the Lunars that killed the Red Emperor and the Already Dead campaign.
  6. What does -75% matter if you have something like 500ish % after modifiers. Blade sharp 6 is +30, a simple success on an augment is 20, so even without BA Humakti magic darkness can be compensated for pretty well. Not to mention 1 of light on a shield or some such. Don't get me wrong here. I freaking LOVE the new power level and feel of RQ:G. The availability and reusability of rune magic really opens up the game like you could only ever really see when you got to Rune-Levels before.
  7. I have already used Sword Trance plus some mp in matrices to really throw some wrenches at my DM. Lol. We have never used the rules for skills over 100%. We like when we can see characters get crazy special and crit rates. I feel it isn't as interesting if the humakti just cannot be parried. I prefer the rules and 'feel' of the humakti killing people EVEN IF they parry. Lol.
  8. Lol. 1 duck humakti + ~40 MP in matrices Sword Trance Just gotta keep him safe til he is in Deathgod mode. 40 SRs or so. Lol
  9. I thought you needed 500% for all specials.
  10. The way the rules all come together around the spell descriptions and cult writeups, it sounds like an expected path for some Wind Lords is to also become initiates of Odayla, as there is the shared spell of Bears Strength which MUST be cast on initiates of Odayla. I think it is an easy and awesome path to being a badass bear Orlanthi.
  11. Our shaman was still WAY better at spirit combat at handling spirits then the humakti ever could be. The shaman was practically immune to most low to mid level spirits because of his spirit armor and spells maintained. The humakti could EASILY be 1shot by a tough spirit rolling well, Gods forbid a special or crit. Definitely leave it to the shaman.
  12. When we played most recently we were using weapon attack as a sort of alternative to a player using their spirit combat when engaged by an enemy spirit. Like, the humakti would roll his sword skill versus the spirit's spirit combat skill in the opposed roll. Then if the weapon skill was the winner they would do damage according to the rules on page 368/369 of the RQ:G core rules. The Humakti in question could do 4d8 with a True Iron Greatsword, better than 1d6+1. Lol.
  13. Only need multispell 2 to buff yourself and hurl around 3d3 disruptions. Cheaply cheap.
  14. It gets especially gross if you throw up a multi spell 3 or 4. A Humakti with decent POW can throw out either 3/4d3 disruptions if he finds himself in need of ranged offense. He can also cover his whole team in appropriate magic or himself in just 1 round. Protection 6, BS 6, and another BS 6 for tree he other sword? Lol
  15. For an initiated first three I think the most interesting are always utility gifts like, Begin Sense Assassin skill at 30% plus Magic skills category modifier, Gain ability to Detect Undead as per the spirit magic spell by simply concentrating, at no magic point cost, and +4 to effective CON against disease or poison. Or whatever flavor you are feeling. I would save all of the weapon buffs for Rune-Lordship, when you get an iron weapon if available. Then you can go bonkers and take a ton of +50% weapon HP, double damage past armor, and other blessings you want to stack up. This might belong in the munchkinnery thread but, I took 10 (if I remember correctly) stacks of the Double MP Regen Rate for a broke ass Humakti version of the infinity Rune. MPs regen within the duration of a spirit spell.
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