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HreshtIronBorne

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Everything posted by HreshtIronBorne

  1. Don't cults get to join their associated cults on their Holy Days of every size? Therefore Lightbringer deities are incredibly blessed in terms of recovering rune points. I haven't gone through and filled in my calendar with them all yet but, I think between Ernalda, Issaries, and Orlanth you've got a crapton of Holy Days. With ALL the associated cults there's pretty much always some place to regain RP.
  2. I think +50% ap is pretty good from enchanted iron. We have always played with both enchanted and unenchanted iron hurting spirits, werewolves, elementals, and stuff. The Antimagic properties of unenchanted Iron are based ENC wielded/worn, so you can't get it too crazy high even covered in the stuff. -60% for a whole suit, which is 12 ENC at 5% per ENC, still only 6 AP too. Some species/cults like Enchanted Copper as it gives half ENC but only one less AP than Bronze, which makes it possible fo elves or ducks to wear plates over the important bits. As well as weapons of enchanted copper being SUPER shatter resistant.
  3. Bless woad would be stacked with all available Rune Points for maximum munchkinnery, theoretically up to 21 without Heroquesting or other magical shenanigans.
  4. I like this interpretation as a hardcore munchkin but, Spell Trading specifically states that both of the traded spells are actively cast into whatever token is being traded between the parties, which can also lead to an accidental 'real' casting 1 in 20 trades. I think depending on how the GM ruled could prevent Woad/Bless thunderstone from being traded.
  5. Shields can actively parry thrown missile weapon, rather than mechanically propelled missiles. Shields dramatically increase the chances of surviving a hail of missiles. Covering the Chest, Head, and abdomen, or any two of them can make a difference between Resurrection and some spot Healing. Lol
  6. The main advantages I have been able to find for Shields is that they can have much more HP than a typical Bronze weapon without any special contruction or additional magic. They will also protect you from missiles either by actively parrying missiles, or by passively allowing the shield to cover certain locations, depending on the size of the shield. Dual wielding is definitely advantageous in certain situations, especially when most enemies can't penetrate your non-parry armor and you're glowing with the Light of the Gods. There is a decent reason both Jar-Eel and Harrek dual wield, heck Harrek hits multiple times WITH EACH HAND every swing, (claws and axes, in our Glorantha anyway). OP much?
  7. Once players get to Rune-Lord status there are bound to be some getting to maximum stats. Between Divine Intervention being relatively efficient with the built in POW gain rolls from leading worship and the possibilty for some cults to go bonkers with Gifts/Geasa there is a definite possibility of Maximum, if not Superhuman statistics. Especially once HeroQuesting rules comes out.
  8. I have mostly just gotten luckier rolling it up then the others. I use logician regularly and it is still just terrible. Geomancy and Identify Otherworld Entity are both spells I have never really had an opportunity to cast. We had a PC roll up a shaman right after I put together the LM, so we had that whole thing sorta covered. Geomancy has come in handy once or twice but, never seems to go up when I roll it.
  9. Were the dwarves doling out Iron back then? or something like Truestone for the Gods?
  10. I have been having a blast adventuring with a LM Sage-With-a-Big-Stick PC. I took Boon of Kargan Tor in Character Creation and it has made a BONKERS amount of difference in the effectiveness of the whole party in terms of damage. Remember, it can be applied to basically anything, with enough MP and downtime basically everything the party cares to ensorcell is covered, so is everything the local War Leader wants ensorcelled... In total he has Death, Truth, Fire/Sky, Summon and Command. We have been playing these PCs for several years game time now, 7 or 8 I think. so, his spell percentages on the ones he casts are pretty stellar. Boon of Kargan Tor: 94% Enhance Intelligence: 71% Solace of the Logical Mind: 84% Logician: 54% Identify Otherworld Entity: 30% Geomancy: 23% He has an inscription for Boon of Kargan Tor and Enahcne Intelligence. Boon of Kargan Tor has +3 Duration, so he can manage to crank it up to 3d6 for a year, or 2d6 for 8 years. 5d6 for like, 80 minutes in a pinch. We have given him almost every Spirit Magic Matrix we have found as loot, which has been quite a few. Many belt buckles of Heal 2 and Disruption and such.
  11. Hahahaha, I am glad we can actually try and solve some problems with Rune/Divine Magic though. Rather than just feeling like a Bronze Age Life Simulator with a little Battle Magic for large swaths of a campaign. I am legitimately excited for the moment our party starts to see what can be done with some of the stackable spells and starts using their RP in interesting ways.
  12. This I think is one of the areas where bridging the gap in terms of Simulation of Glorantha between RQ and HQ has had some interesting consequences. In HQ, as far as I can tell everyone has all their magic all the time basically. The new rules for RQ:G Rune Magic bring it much closer to the ubiquitous use of Divine Magic seen in media like KoDP, where building a shrine to Humakt and having either sacrifices or dedicating magic means Truesword for EVERYBODY!
  13. Spirits in crystals are much more efficient for this reason. As far as I can tell from the rules Spirits in Crystals specifically act solely as mana batteries and a source of trapped entity easily controlled at hand, they cannot use their spells and abilities from the crystal. In our Glorantha, Spirits in Binding Enchantments, both in objects and animals, allied spirits, wyters and other bound spirit can still cast their spells on the person holding/bound to the thing without having to be directly controlled/commanded/dominated from their hinding to do the thingy. Otherwise a lot of items found as loot or used in/on adventures just don't really do anything, and it really makes rhe flow of magical combat feel much better, especially at high levels. In our Glorantha crystals are too difficult for Mortals to have any means of 'working' in any real way. Though, we often have them set into objects and bound into linked enchantments and such.
  14. This was my interpretation. Even with the ability to have increased 'base' strength, duration, or range through an inscription, you would still need to provide the MP and all of the other pieces of the spell (rituals, items, days, times, depending on spells and all that jazz).
  15. It says in the spirit combat chapter that a spirit MUST become Visible to initiate Spirit Combat with a mortal that is in the Material World.
  16. I don't know, didn't we establish that a Humakti with Truesword simply tears through spirits, far moreso than any shaman? Enchanted Iron helps a lot too. Also, Spirit Block is Common Divine magic.
  17. Transform self has a Special (1 hour) duration. Extension specifies in the first sentence it works on Temporal spells of 15 minute duration.
  18. For instance, you might be able to spend Rune Points to gain the Thunderstone effect on it as a regular spell. Shoot, depending on how successful you were on the HQ and all of the other factors I could see it being permanent ALWAYS, Costing MP to activate Thunderstone, Costing RP to activate Thunderstone, or some other combination depending on how much you want to go crazy with it. I personally think going on Awesome Quests for Awesome Stuff is Awesome, so I am hecka biased.
  19. Our party consists of Humakti Initiatie (Mine), LM Initiate (Mine) Orlanth Adventurous/Thunderous Initiate, Agimori Hunter Thiefy type Lanbril/trickster dude (publicly cattle raiding expert),Issaires Initiate (Recently being retired from adventuring), (Y)Elmali(on) Sunbro (recent PC replacing retiring Issaries, favorite player cult there too) Shaman of Daka Fal, Odaylan/*spoilercult* Hunter Archer Vingan Initiate, and an Ernaldan (the last two see little play as the player recently had a child herself!) Each player has 2 PCs as a sort of insurance against losing a limb or dying and not having someone to play while the other PC gets resurrected, works great for our tables, was ESPECIALLY helpful in RQ2/3 days when things were particularly hyper lethal and skills started out much lower. My PC was sorta breaking the rules but, I love me some Humakti. Therefore, a lot of our campaign was colored by a Humakti just thoroughly mucking things up the moment we made contact with any Lunar force. Hate Lunars 80% from soon after character creation, embraced enthusiastically I might add, really led to a whole lotta Trouble Maker being shouted in our general direction from just about everyone that wasn't an outright rebel. We are currently in 1626, i think? About to do a Mass Battle. Specifically when we were dealing with the Woods of the Dead, the Queen of the Red Cow all but Banished the Humakti to the Woods of the Dead to somehow solve the whole ghoul problem. We had the LM do research throughout the local libraries while the Humakti went on a Quest to figure some stuff out. Ended up making/discovering a nemesis but, learned the secrets of stopping Brangbane. I have NO IDEA how much any of this is just off the cuff nonsense and how much came from source material, by the way. Eventually the Humakti led the Agimori, the Dual wielding Thief/Trickster, and I think the shaman(?) or that players former PC, I can't remember, into the woods of the dead. the first time we brought a huge expedition north and losses were heavy, mostly as an illustration of how freaking nasty the whole woods would be. After subjecting my assault squad to Ghouls enough to make ourselves immune to their debilitating howls we went in and raided the place, slaying literally dozens of ghouls per encounter. It really felt heroic and pretty metal. Eventually we needed to kill whole villages full of Undead Ghouls, so we brought in the Big Guns of the Shaman, who could do Ridiculous things like Multispell 5 on top of his 3 points of the Shaman Ability Spell Barrage. As long as we protected him he could ignite/disrupt/whatever many many ghouls a round. The Humakti shone throughout though, this is literally his specialty. Morale was a huge boon. Turn undead is not as great as you would think. Mostly just True All the Swords and get in there. SWORD TRANCE played as written broke the first time we raided the place so badly we reconsidered some rules for our Glorantha. lol I dunno if any of this is helpful but, I will quit ranting now. hahaha. See you over in Egregious Munchkinnery.
  20. This is so much different than it turned out for our party and I absolutely LOVE it. I will ask my GM to chime in with some ideas.
  21. I kinda think of them like KoDP treasures and stuff. Most of the Thunderstones and Woad would be set aside to be used for important Clan Warfare or Raids, to bless specific Champions and such for HeroQuests and all that. A particularly gifted Initiate on an important quest might be given a Thunderstone or a medium Woad to prorect them. I know our old party basically made an item that we used to create big woads and thunderstones every time we could charge it.
  22. Bless Thunderstone and Bless Woad are limited to Storm Voices and Wind Lords respectively. So, Priests, Rune-Lords or Full Rune-Lord-Priests of Orlanth.
  23. I remember rq3 extension doubling duration per point? I still remember having charts on the back of my character sheet where i calculated each point of extension i owned and how long it made whatever spell it got stacked with.
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