How screwed is my RuneQuest character?

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What does Sunbright do? If it's something related to bright light, then maybe these things are repelled by bright light.

It makes you glow brightly, which affects darkness-related creatures like Trolls and Vampires.

Krarshtkids, naturally, don't have eyes. :sad:
 
And if they're not, see if you can power it up to scorch them:devil:.

2102-22-kill-it-with-fire-switch-00.jpg

If only... My character worships Yelmalio, the Cold Sun, who lacks any fire powers. :sad:
 
So another possibility has come to me.

My character posseses a magical javelin that will fight independently once thrown and that he can summon to his hand -- from how far, we haven't established yet. So, he might be able to arm himself that way. It still doesn't help the melee/parrying issue completely -- he's at about 50% with 1-handed spear -- but at least it gives him a ranged attack that he can keep up while doing something else.
 
My current thought is to (1) cast Strength, (2) bust loose, (3) uproot the pole, and (4) use the pole as an improvised pike if the GM will allow it, as I have a pike skill of over 100%.

He's already stated that the pole torches would function as quarterstaves, which doesn't do my character much good.

One of the things you can do IRL with a quarterstaff is thrust like it was a spear (or a pike) It should be handier than the pikes you have trained with. I have never run RQ but I have played lots of it and it seems to respect RL. Damage would be approximately one step less than a spear and impact rather than piercing but it should keep oneponent out of reach unless heshe has a spear. Against multiple opponents, you'd really want the staff skill as area denial by swinging the weapon would be very useful.

Go down fighting.
My best to Humakt.
Sunspear, who walked the lenght of Shadows Dance
 
One of the things you can do IRL with a quarterstaff is thrust like it was a spear (or a pike) It should be handier than the pikes you have trained with. I have never run RQ but I have played lots of it and it seems to respect RL. Damage would be approximately one step less than a spear and impact rather than piercing but it should keep oneponent out of reach unless heshe has a spear. Against multiple opponents, you'd really want the staff skill as area denial by swinging the weapon would be very useful.

Go down fighting.
My best to Humakt.
Sunspear, who walked the lenght of Shadows Dance

IRL, I'd certainly agree, but unforunately, my GM is a stickler for the rules as written and won't allow me to substitute Quarterstaff for Pike.

And yes, my character would certainly go down fighting, especially to protect the innocent (of whom there are many) and his queen (who is present at the current debacle).
 
The fact you have a magic independently fighting javelin which is magic, does provide a hint as to what you might do that was not previous evident.
 
The fact you have a magic independently fighting javelin which is magic, does provide a hint as to what you might do that was not previous evident.

It does, assuming my PC can summon it to himself from whatever range it's currently at. :grin:
 
Isn't Morale a kind of fear effect to make sure the other side fails a Morale check? If it's not, maybe. But the number of dead people would be atrocious.
So you should probably look for another option first, if those around you are kin and/or from the same religion:shade:.

And of course, there's always a chance for a Divine Intervention:grin:!

No, Morale boosts the combat ability of a group surrounding the caster. Very useful... except that it requires an extended ritual.
 
Babeester Gor has the specialist Rune spells of -
Axe Trance, Berserker, Dismiss Earth Elemental (small), Earth Shield, Shield, Slash, Summon Earth Elemental (small).
Almost all of them will be useful, an earth elemental will tear them up, and Shield will protect you, if she has those.
You have access, even as a pathetic Yemalio cultist, the common Rune spell Heal Wound.
Chalana Arroy has
Comfort Song, Cure All Disease, Cure Chaos Wound, Cure Poison, Harmony, Heal Body, Healing Trance, Regrow Limb, Restore Health, Resurrect, Summon Cult Spirit (Healing Spirit).
Again, very useful especially in your current predicament.

Your role here is to heroically keep the Kids away from your team mates as they zap with their rune spells.

One more wrinkle I forgot to mention: The festival grounds are under the influence of a Ritual of Peace, which "no sane person" would violate (enter: Chaos). It remains to be seen if the relevant gods make an exception for weapon use to defeat Chaos incursions.
 
One more wrinkle I forgot to mention: The festival grounds are under the influence of a Ritual of Peace, which "no sane person" would violate (enter: Chaos). It remains to be seen if the relevant gods make an exception for weapon use to defeat Chaos incursions.
At this point, if anybody has the Mobility rule, just have him or her getting you all to safety. Then arm yourself and go kill some things.
 
IRL, I'd certainly agree, but unforunately, my GM is a stickler for the rules as written and won't allow me to substitute Quarterstaff for Pike.

And yes, my character would certainly go down fighting, especially to protect the innocent (of whom there are many) and his queen (who is present at the current debacle).

If you can't take a long, straight object and stick someone with one end, that is bizarre. It would be a deal-breaker for me. Sure, you might not be able to apply all of your skill but it is the equivalent of "you can't pick up that sword; you just have to die; you are a cleric." It's an odd take for a RQ referee to take. I guess he just wants to win.
 
If playing RQG, then all player-character Initiates have Common Rune Magic - which means they can perform any of the effects listed as Common Rune Magic, depending upon what runic trappings are available.

Of course there may be some hinderances to performing the Rune Magic if the character is bound and doesn't have access to a trapping of the Rune, but it's still worth giving it a shot. Although most characters will have access to Air by default, or Earth if they are on open ground.

Perhaps one of the most under-estimated Common Rune Magic is Summon (Cult Elemental/Spirit).
Given the ammount of runepower (Rune Pts) available, this can be quite impressive, depending upon what Cult the character is an Initiate of.
A deity sending a cult spirit or elemental is a pretty good distraction and game changer in most scenes.

Just another option to consider
:thumbsup:
 
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This thread is an amazing example of the realism of BRP. Dude’s tied up and crazy chaos monsters are crashing the party and everybody’s got an opinion on how he’s handling it so poorly. Just like real life!
 
This thread is an amazing example of the realism of BRP. Dude’s tied up and crazy chaos monsters are crashing the party and everybody’s got an opinion on how he’s handling it so poorly. Just like real life!
You mean the game that some D&D players consider too much like real life, right?
 
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