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HreshtIronBorne

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Everything posted by HreshtIronBorne

  1. Then, what is the Secret of Training a Stat. Mechanically, why can't the PCs all just sign up to be the local stat trainer? It seems like a great way to make more money than landed nobility. 5 seasons of workable time, dunno if Sacred time counts as a season for training, would still be some 1250 Lunars a year in RQ:G money. Which is bonkers.
  2. Does someone need better characteristics than the PC to train them in that stat? If Characteristic Training is 500 L then why do none of the professions have incomes that come anywhere near that? It looks like people that teach skills, magic, or other stuff should be making WAY more than the Standard of Living Tables and stuff show.
  3. I have been trying to look more into the Luck Rune. I am running a campaign with a bunch of Lanbril Pavis Survivors and other rough types but, I think Luck could be a good unifying thread for the diverse group of PCs. Would you know any sources I could look at to find info that isn't just, Belintar and Asrelia are associated with it?
  4. I think you are absolutely right. Someone in tune with a rune, especially at or above 80% that then loses a rune should have definite noticeable effects. Whether the players pick up on it in a NPC, or the PCs experience some Hill of Gold-ing themselves and lose a Rune they really liked.
  5. Yeah but, without assigning anything to them you start with flat 0%. I know almost every chararcter we have rolled up has had 3 elemental runes all at 60%, the other 3 at 0%. So, as far as our adventurers go they just aren't connected at all to several runes.
  6. Also, can't Gods, and therefore cultists, lose Runes? Like Yelmalio and the Hill of Gold?
  7. There's nothing in the rules to state you couldn't take any of the Gifts multiple times. I assume this is how some of the devastating Humakti Warbands like the Household of Death and whatnot became ridiculously powerful/dangerous by leveraging powerful and deadly geases to gain awful Gifts.
  8. That's the way we have played it. In our Glorantha we have all of the bonuses stack. There are seperate blessings for general doubling damage past armor, doubling damage versus foe species past armor, and doubling damage against a specific location past armor. So, if you slashed with a True Greatsword and all the blessings against your chosen species and location you would do 4d8+4d8+DB, then multiply anything that gets past armor by 8x. In theory these gifts can be taken multiple times too.
  9. Combat is epic and lethal. I love that the dice do all of the dramatization for me. When a crit to the head is rolled someone is gonna DIE like 9 times out of 10. One of my favorite and most memorable momets was an Orlanthi wamna-be hero getting surprised by a "water dragon" after getting knocked into a body of water. Both the Dragon and PC had the exact same melee SR and DEX, Orlanthi rolled a special impaling blow to the head with a broadsword, the Dragon rolled a normal Bite to the right arm. The GM decided that the warrior stabbed the dragon in the roof of the mouth, all brilliantly cinematic like, while the Dragon sank its teeth into the Orlanthi's arm. The Orlanthi then cast Fly and kept himself from drowning. Rising from the water with a mained arm and a Dragon's head. This is what we call a RuneQuest moment in our group. When the dice tell a story so epic you can't beleieve it was random.
  10. In Our Glorantha most Spirit Spells are between 2 and 6 points. Spells 7 or more are rare but, possible. Spells over 14 are like, legendary powerful, found on artifacts, items returned from HeroQuests, or known by crazy powerful Spirits or Rune-Lords, Priests, or Shaman. An 18 point spirit spell, protection for example, known by someone with CHA 18 would be the only spell they could possibly know. They could cast any size Protection 1-18 but, that is the only spell he can know in his head/heart.
  11. Much as Chris has said above. Spells are Variable Spells are learned at a specific number which "caps" your ability to cast massive spells, also limited by CHA and other factors, such as price and availability.
  12. Only get to attack once a round unless you have sufficient skill to split your attacks or some hero power or special ability outside the RAW, with one weapon anyway. You do have the right idea, to find your total melee SR add your SIZ SR, DEX SR, and your weapon SR, that is the SR you swing on each round. If you have over 100% to hit you can split attacks and swing on your regular SR, then on SR added again, in the example above it would be 1 swing on 3 and 1 swing on 6.
  13. I have found the RQ:G character sheet in the drop down selection box when creating a new game to be a wonderful character sheet with three different views depending on how much detail you need, quick-start, Full, amd NPC styles to choose from. After checking your link I am referring to the same sheet. We have been using it online for over a year. I didn't realize there was such a great instructional document.
  14. The Spirit Magics Bladesharp or Fireblade specifically do not hurt spirits anymore, which I find to be a tad bit harsh maybe? Even most beginning characters will have some sort of access to offensive magic hopefully, at least disruptions, so it shouldn't be too big of a problem. Most every cult also gets all the Common Rune Magic which means that spirit Block is often an emergency option to at least get away safely.
  15. Aren't all POW Storing Crystals also Spirit Trapping Crystals? Makes this shenanigan even easier to pull off on several spirits round after round. I love it.
  16. From the rules on Spirit Combat from the RQ:G core rules: If a spirit wishes to attack a corporeal being, the spirit makes itself visible in the Middle World the melee roundprior to its first attack. Shamans can see the spirits at all times using Second Sight, and they would normally be aware of the spirit’s malign intention to attack before it becomes visible. If both combatants are already in the Spirit World, there is no delay. Once begun, spirit combat lasts until one of the following conditions are met: . Both parties agree to end the conflict. . One of the combatants disengages. . One or both parties are reduced to 0 magic points. Forther down we get: Attacking with Weapons and Spells Corporeal entities may attack a spirit that is engaged in spirit combat with enchanted weapons and spells. The physical attack is resolved normally, but opposed by the spirit’s Spirit Combat skill. However, the magic point damage from physical weapons is based on its magical nature: .Temporary damage boosts from Rune magic (such as True Weapon) do harm spirits but only to the amount of extra damage caused by the spell. For example, True Sword would do 1D8+1 if cast on a broadsword. . Enchanted weapons (such as enchanted iron or other Rune metals) do normal damage, but gain no damage bonus from STR+SIZ. . Offensive damage-causing spells (such as Disrup-tion or Lightning) can harm spirits. .Temporary damage boosts from spirit magic (such as Bladesharp, Fireblade, etc.) do not harm most spirits, nor do unenchanted Rune metal weapons (such as unenchanted iron). This would indicate to me that a party of adventurers can come up with SOME way to defeat a group of spirits even without excellent backup from a shaman or whatever. They mostly need to be prepared. There is also a good deal of rules text to support alternative solutions rather than just attempting to "kill" the spirit in Spirit Combat or drive it away with physcial/magical attacks. I think deowdning on the spirit and the encounter you may be able to bargain your way out or some other appropriately dramatic solutions.
  17. The rules for martial arts state natural weapons, so i would assume anything that lets you use your natural weapon skills, like Claws specifically mentions it uses your Fist attack %.
  18. The total package is pretty cool though, and I would allow a player top stack Extension with anyt of the individual Transformation spells. I think I would personally run somr HeroQuest or something and get them an iteme that allowed them to transform a little more liberally. I played a Basmoli back in RQ3 and stacked a whole bunch of castings of all of the tramsformation spells. I think between matrices, spells known, and his truestone shard he could transform completely 4 or 5 times and had several more of strength and claws. Because they were and are amazing. Granted this was a powerful and long lived character but, with the cap on RP it sorta leaves the transformation soells in a bit of a weird spot.
  19. From what I can read a successful martial arts on a fully Transformed Odaylan Rune Lord would do 2d6 base damage for the claw, a special would slash for 4d6, crit for 24 +DB, which would be cool. You could get a damage bonus of up to 4d6, with Bear's Strength, baller stats, and a Strength spell. Even a brand new dude with mediocre stats can hulk out to get to 3d6 with all the Str+Bear Str. You could also stack on Ironclaw 4 or 6. So, all in all something like 2d6+4d6+6 on a bormal hit for a Rune-Lord Odaylan, 4d6+4d6+6 on a special, both claws each round too! Oh, and the crazy skill boost from stats and spells adds about 100% to hit, so even without practice you become a total badass when you hit the BIG RED RUNEBUTTON!
  20. I think Soltakks literally has a whole brand around the Rule of Cool. Stories of a lead boned trolls with shades bound into them and polearm pixies. One of my favorite short stories/snippets/whatever I read about Glorantha features some dude with fire powers throwing javelins attached to his belt on reels with cables, then jumping around slicing slime deer up with the flaming javelins/wires and shit. I have no idea where this story came from but, it was awesomesauce. I have NO IDEA how you'd get anywhere freaking close to that in RAW RQG but, I will be damned if I wouldn't aid and abet a player in making it happen, because it is FREAKING AWESOME!
  21. Would Seal Wound stop Chaos baddies from regenerating if they had some power for that? It would stop intelligent chaos things from getting back up before you could finish off their friends, I guess? I assume it wouldn't do anything against something like a walktapus, which just has crazy "natural" regeneration powers.
  22. Seal Wound is in the Bestiary under Zorak Zoran Special Cult Rune Magic. I am sure there are other cults that grant access to the spell but, ZZ is the big one I remember from many years of RQ3. I also figure this is a major reason that the Troll Healing deities provide Healing Trance, which accelerates natural healing, allowing persons to recover from a Sealed Wound somewhat faster.
  23. Seal Wound 2 Points Ranged, Temporal, Nonstackable Damage done by the weapon this spell is applied to will not regenerate or heal magically but must be healed in the normal time it would take. Thus Heal 2 will cauterize a wound, but not heal it, Heal 6 will restore a limb but not mend it, etc. Seal Wound is cast on the attacking Troll's weapon, from what I understand Seal Wound is a large component in the assassination of Kallyr and many other would-be Heroes as we race towards the Hero Wars.
  24. We have been playing with Sacred Time as its own season, so that if we end up going on a heroquest and marking stuff then we get to go up by the end of Sacred Time rather than all the way at the end of sea season.
  25. Orlanth has 13 associated cults, 5 of them aren't detailed in the core rulebook. An orlanthi can refill some RP at least twice every week by joining Issaries and Ernalda Minor Holy Days.
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