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About gochie

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  • RPG Biography
    Runequest 3rd ed. since the 90s.
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    Sword of Humakt

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  1. And you consider that all "Broadsword" modifiers affect left hand weapons as well?
  2. Hm. Guess I missed that somehow. I guess that means if you want to increase it at character creation you're wasting quite a few points before they even start increasing the skill.
  3. I'm very certain you start at a 5% base, not half your right hand skill. Lefthanded 1h sword is a completely separate skill from right handed 1h sword. As @PhilHibbs said, put points into it at character creation if you want to dual wield decently well (or use Sword Trance to get 100% in it anyways).
  4. Definitely do not add the 1D6 from learning a new spell. That is for learning new sorcery spells after character creation, as @jps just said. You don't add a base 1D6-1 to your initial alchemy or navigation skill just because you would've started with that when initially trained. The starting percentages from homeland/profession/cult in adventurer creation are what you get.
  5. Honestly seemed like he posted that as an afterthought to counter all the arguments before it. It makes sense, but it really should be in the description, especially since the bestiary (with Arrow Trance) came after the core book.
  6. I'll fight anyone for it. I may or may not have season-long Sword Trance precast.
  7. Then again, couldn't any Shaman go find a CA healing spirit and steal the spell from it? And then he could teach it to whoever he wants. Or you could torture a CA priestess and force her to teach you the spell (if you were so inclined).
  8. Like it or not, you're welcome to house rule it as "Arrow Trance", but RAW, it isn't. I definitely wouldn't blame any GMs if they chose to house rule it though.
  9. The difference is the spell alters the adventurer, not the weapon, and boosts the Sword skill - ie. any and all sword skills. For 1 guease, having no shield, and an amazing chance to parry, +sword HP is the best gift to get imo.
  10. You start an adventurer with an automatic 3 Rune Points. You sacrifice for 2 more and cast Sword Trance (1) with Extension 4 (lasts a full season), and pump it with as much mp as you can (let's say 10mp for +100% with any sword). Dual wielding swords, which grants you 2 attacks per round, means you survive by parrying with one of your swords. So you take the +50% sword HP for one (or both) of your swords for an awesome 18 damage block at 200ish% chance of success. At 200%, you could effectively block 6 attacks before your Parry chance drops to 100%. Also, make sure you cast a countermagic or a cheap protective spell everytime you go into battle so Sword Trance doesn't get dispelled first, and you should be fairly safe from dispels.
  11. If your CHA isn't *only* physical appearance, what happens to it if you possess another person's body (Aka Shaman gift, or any other way)? Do you retain your charisma in the new body, do you now have their charisma, or a sort of merger of both? I'm assuming you keep yours, or you could lose spirit spells, but then could you still have 18 CHA as an ugly trolkin?
  12. Your Humakti sacrifices 2 extra POW to have a season-long Sword Trance right at the start. Take the increased sword HP gift and you Parry at 200+% with an 18hp sword. Give your second weapon skill to left-handed sword, and you have probably close to (or over) 200% to hit with 2 attacks per turn (and you can still Parry normally). Any melee opponent will die very quickly to this brand new adventurer.
  13. gochie

    Vishi Dunn

    Not sure giving spirits to a starting adventurer is kosher... But we sure house-ruled it in RQ3!
  14. Not gonna lie, Sword Trance is more OP than shield imo.
  15. gochie

    Becoming a god

    Something I haven't thought of... You could turn an allied spirit into a spirit cult?
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