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Egregious munchkinnery!


PhilHibbs

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2 hours ago, PhilHibbs said:

How could you ever have a "surplus" point? Your pool is limited by your CHA, but if say your CHA is 18 and your RP pool is 18, and you put 1 point into a Truestone, then you are down to 17 and you can't get that one point back until the spell is cast from the Truestone. You can't ever have a surplus point taking you to 19 points and put one into the Truestone.

Easy - the Truestone acts like extra CHA. Kinda like a deluxe version of the powered crystal that helps you remember spirit magic.

Screen Shot 2022-09-14 at 1.46.12 am.png

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On 9/13/2022 at 11:27 PM, PhilHibbs said:

In any case, it's a daft way to use your POW. You are effectively spending 1 permanent POW to recharge a Truestone for a single use. There are better uses for that point of POW.

Except... 1-Use Rune Spells! You're going to lose the RPs anyway. This allows you to have your full RP complement, and your 1-Use spells...

 

 

(well, ok, not too many adventurers would actually have access to most 1-Use spells from their own RP Pool, but you get the idea)

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Oh, I forgot to add above - wyters!

Get your local wyter to cast spells into it.

Or, those more powerful cult spirits (the ones that cost 4RPs to summon), and ask (very nicely) if they'd cast their spells into it... (or, you could - of course - just command them to... or command any spirit to cast their Rune Spells - or spirit magic, if you really wanted to, into it).

Edited by Shiningbrow
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Or,  how's this for a technicality... drop your EarthPower into the Truestone... since the spell is 'cast' until used from the Truestone, you could lose all your RPs and POW to a DI, and then the Truestone-held spell would go off, saving your butt... (again and again and again).

 

Granted, that's a 1 in 100 chance... and you'd only have a couple of points of POW left... but at least your Humakti wouldn't technically be dead.

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  • 1 month later...

Okay... I got cast iron munchkinnery with Shield 4 against GM nitpicking! Do your worst.

(Nothing hugely new here, but an interesting combination of munchkinning egregiousneess that a new gen character could, indeed should, pull off.)

Bob is a newly minted Daka Fal Asst Shaman with 3 RP, and the Rune Magic:

  • Summon Ancestor 1
  • Summon Specific Ancestor 1
  • Spirit Guardian 1

Like many inhabitants of Glorantha he has a family and ancestors. His family maintain a shrine to the ancestors where Bob has led worship ever since his father, the head of the family, died during an unfortunate escapade in character generation. Worship is attended by the extended family and ancestors.

Quote

"When worship services are held, the spirits of the friendly dead invisibly participate. Their presence enables even small families to maintain a shrine or minor temple to their ancestors."

 He loves his family dearly, or at least 60%, and since "Any community with an associated Passion has a wyter." The family has a wyter - that we assume is also the wyter of the shrine.

Quote

Wyter Size:
Community                                    Members     POW         CHA 
Shrine, Large Family, or Vexilla     50–100     4D6+6     3D6 

So let's say...

Members: 50 (Alive: 20, Ancestors: 30)
Wyter POW: 20

The wyter needs a priest, and Bob inherited the post when his father traded the pulpit for the congregation. The community of Ancestors...

  • Tend, but not exclusivey, to be Friendly or Neutral
  • They are "Known" to the priest of wyter since they attend worship
  • From the Summon Ancestor table, we calculate that they would have an average of 1 RuneSpell and 1 RP each. (And the most powerful ancestor could have a POW of 36, 18 RP of Rune Magic...) 

So our new gen Bob, can use Summon Ancestor and Summon Specific Ancestor, to summon any of the 30 known ancestor spirtits, that probably have access to some 30 Rune Spells (probably mostly duplicates) from any of the cults worshipped by any member of the ancestor community... Not bad.

[Note: the restriction that "An ancestor can only cast Daka Fal special Rune magic, and cannot cast common Rune spells." was removed for RBM - possibly because it conflicts with the description of Incarnate Ancestor "The summoned spirit knows all spells, knowledge, and skills it knew while it lived."]

So, we have a DF Asst Shaman with access to a bootload of Rune Spells from across different cults. How to abuse such potential? Spirit Guardian gives the ability to cast an ancestor's Rune Magic as if it were an allied spirit.

Quote

"Spirit Guardian, 1 Point
Ranged, Duration (special), Stackable
This spell must be cast upon a friendly ancestral spirit. It sets up a mental connection, identical to that with an allied spirit (RuneQuest, page 277), between the spirit and the target. Each point stacked with this spell adds a day’s duration. The target can only have one Spirit Guardian at a time."

And an allied spirit "...is in continual mind-to-mind communication with the Rune Lord. They can use each other’s magical abilities, including spell knowledge, magic points, and Rune points."

So Bob can cast the Rune Magic of an ancestor himself. And a wyter can cast the rune magic of it's priest.

Quote

"The Wyter can cast any Rune spell or spirit magic spell known by its priest [...] A wyter spends points of its characteristic POW instead of Rune points when casting Rune spells."

And the wyter can do the wyter super-power-group-buff-thing by spending extra POW.

Quote

"...may cast spirit magic or Rune spells on any member of its community when directed to by its priest. The wyter may even simultaneously cast the same spell on multiple members of the community by spending additional points of POW. Each point of POW spent lets the wyter cast the spell on an additional five members of the community."


And so our newly minted, day 1, Asst. Shaman / Wyter Priest could: 

  1. Cast Summon Ancestor, Summon Specific Ancestor (2 RP)
  2. Cast Spirit Guardian (1 RP)
  3. Instruct the Wyter to cast any of the ancestor's Rune Magic, say Charisma (1 RP)  Extended for 1 year (5 RP) with a cost of 6 POW, on five people (+2 POW), or all 20 of the ancestor's living worshippers (+8 POW) for a total cost of 14 POW. And no Rune Points held in limbo for the spell's duration.
  4. Any other members of Bob adventuring party who selected be family members could also benefit from the buffs.
  5. Everyone sacrifices a point of POW to keep the wyter strong. (POW = 20 - 14 + 20 = 26)
  6. The next season, Bob starts over with any other spell available to the community. As Bob gains Rune Points, he can perform mulitple rounds in a season.

The POW sacrifices are not neglible and are the ultimate constraint here. But the costs are degressive as the community grows, and there are few limitations on who can sacrifice POW to a wyter.

Bob sets about recruiting the whole clan. The GM counters with Malign Ancestor payback attack. Bob goes looking for a piece of Truestone...

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  • 3 weeks later...

You can choose to be left-handed, and all training is in righthanded weapons. So your starting training grants Offhand, and so you gain the 1/2 proficiency when used righthanded.

High levels of Bludgeon or Bladesharp allow for experience check farming. Say you have a short spear; OH Parry, 2H Parry, 1H Parry, then Throw: 4 checks for one round of combat.

 

Summon (Disease Spirit), possible with spirit magic but ideally done with sorcery, allows for POW farming. Summon it somewhere that you are the only possible target: if it is deadly, Spirit Block yourself (also remember that Create Market gives you some protection, and is available to Lhankor Mhy). Acquiring the spirits True Name allows you to summon it again, after you've weakened it. Spend the POW to Inscribe your spells, and in addition to an extra point of Free Int you have +20% Component bonus for each item. Then just crank up your Enhance INT Inscription until you can have an INT of 95.

 

[edit] Of course, in any believable village, the Ernaldi will have Enchanted Bless Pregnancy to about 80, ensuring that the median attribute for the next generation is 21. This should be the case throughout Glorantha!

Edited by whitelaughter
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  • 2 weeks later...
On 11/11/2022 at 9:25 PM, whitelaughter said:

You can choose to be left-handed, and all training is in righthanded weapons. So your starting training grants Offhand, and so you gain the 1/2 proficiency when used righthanded.

Handedness wouldn't matter here, as being right-handed would give the same percentage.

On 11/11/2022 at 9:25 PM, whitelaughter said:

High levels of Bludgeon or Bladesharp allow for experience check farming. Say you have a short spear; OH Parry, 2H Parry, 1H Parry, then Throw: 4 checks for one round of combat.

Firstly, you're limited in the number of actions you can do... so not 4 (unless you count parries and dodges). Unless your GM was very tolerant, you should only get 1 type of parry in a round. Now, in a series of combat rounds...

 

On 11/11/2022 at 9:25 PM, whitelaughter said:

Summon (Disease Spirit), possible with spirit magic but ideally done with sorcery, allows for POW farming. Summon it somewhere that you are the only possible target: if it is deadly, Spirit Block yourself (also remember that Create Market gives you some protection, and is available to Lhankor Mhy). Acquiring the spirits True Name allows you to summon it again, after you've weakened it. Spend the POW to Inscribe your spells, and in addition to an extra point of Free Int you have +20% Component bonus for each item. Then just crank up your Enhance INT Inscription until you can have an INT of 95.

This has been discussed previously... One of the first limitations is that the disease spirit needs to be able to infect the character. Since pushing a disease spirit out (as a pre-requisite for getting that POW) grants immunity to that disease for a year, the best you can do is 1 POW gain (1D3) per year, per disease type... and there's only about 6 types... so, somewhere between 6 and 18 POW per year... (How many GMs would allows a POW gain off a Sniffles or Sneezes disease??? Or just a very low POW) Constant summoning of disease spirits is likely to arouse the attention of Malia herself....

So, cranking your INT to 95 would take approximately.... oh, 380 points of POW (remember that it takes 4 points of Intensity for each INT). Also remember, just because it's Inscribed, doesn't mean it's free! And that's for a basic duration of only 5 minutes.

 

On 11/11/2022 at 9:25 PM, whitelaughter said:

[edit] Of course, in any believable village, the Ernaldi will have Enchanted Bless Pregnancy to about 80, ensuring that the median attribute for the next generation is 21. This should be the case throughout Glorantha!

We'd like to think so.... but apparently not. 80 POW is a LOT of POW... and if your tribe did have one, can you imagine the number of raids to steal it???

Also, there's the question of whether you have to wait for the child to be born before the RPs invested can be reused... or not.

I imagine that a couple of places will have such an enchantment (but much, much lower), and then gifted out only to very special parents as a big reward (or downpayment!)

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On 11/20/2022 at 4:22 PM, Shiningbrow said:

Handedness wouldn't matter here, as being right-handed would give the same percentage.

Firstly, you're limited in the number of actions you can do... so not 4 (unless you count parries and dodges). Unless your GM was very tolerant, you should only get 1 type of parry in a round. Now, in a series of combat rounds...

 

This has been discussed previously... One of the first limitations is that the disease spirit needs to be able to infect the character. Since pushing a disease spirit out (as a pre-requisite for getting that POW) grants immunity to that disease for a year, the best you can do is 1 POW gain (1D3) per year, per disease type... and there's only about 6 types... so, somewhere between 6 and 18 POW per year... (How many GMs would allows a POW gain off a Sniffles or Sneezes disease??? Or just a very low POW) Constant summoning of disease spirits is likely to arouse the attention of Malia herself....

So, cranking your INT to 95 would take approximately.... oh, 380 points of POW (remember that it takes 4 points of Intensity for each INT). Also remember, just because it's Inscribed, doesn't mean it's free! And that's for a basic duration of only 5 minutes.

 

We'd like to think so.... but apparently not. 80 POW is a LOT of POW... and if your tribe did have one, can you imagine the number of raids to steal it???

Also, there's the question of whether you have to wait for the child to be born before the RPs invested can be reused... or not.

I imagine that a couple of places will have such an enchantment (but much, much lower), and then gifted out only to very special parents as a big reward (or downpayment!)

The difference is handedness is important because you don't get half skill from Off hand weapon One handed, but do the other way.

Definitely counting parries. Merging parry/attack massively increases the speed at which you can accumulate experience checks. And since your declaration will be "work my way through my parry options" can certainly use all of them.

Had not considered the disease immunity problem, good catch. However, that just means you trade with other people; being able to offer 1D3 POW should ensure some very profitable trades. Yes, Malia will want to kill you. So what? As you've pointed out, you're immune to her diseases. If she throws different diseases at you, you are even better off.

 

380 POW + 20 POW for Duration, 400 POW. Equivalent of a temple with 400 initiates. Not very big. Especially when you are offering to grant an INT of 95 for a lifetime in return for that 1 POW.

Interesting question on Bless Pregnancy. Doesn't alter its use though; simply cast on the woman whose pregnancy is most advanced, work back as practical.

These are Earth goddesses. Thieving gets tricky when the item is a small(?) mountain, probably protected by a Condition enchantment. By the time word gets around, it is being protected by warriors with median stats of 21.

Giving these as gifts very, very inefficient. A temple thrives on economies of scale; this goes back to bronze age palace economies!

 

Thanks for your thoughts.

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46 minutes ago, whitelaughter said:

The difference is handedness is important because you don't get half skill from Off hand weapon One handed, but do the other way.

Off hand skills are just another skill in the same category. You get half skill with any weapon skill in the same category. If you train Off Hand Broadsword as your best 1H Sword skill, that gives you half chance with any one handed sword with either hand.

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2 hours ago, whitelaughter said:

Definitely counting parries. Merging parry/attack massively increases the speed at which you can accumulate experience checks. And since your declaration will be "work my way through my parry options" can certainly use all of them.

Well, yeah... but somewhat pointless, as you can only get 1 XP check mark per season. So, there's absolutely no need to rush through them in a single combat (unless you've got a GM who only gives 1 melee encounter per adventure - which is pretty unlikely). So, just take your time...

2 hours ago, whitelaughter said:

Had not considered the disease immunity problem, good catch. However, that just means you trade with other people; being able to offer 1D3 POW should ensure some very profitable trades. Yes, Malia will want to kill you. So what? As you've pointed out, you're immune to her diseases. If she throws different diseases at you, you are even better off.

You won't be saying that when the POW 40 disease spirits start showing up... or, perhaps worse, the Malia priests (and their posses)... (and, I wasn't thinking of 'kill you', but recruit you.

I also suspect that your 'trade' is actually coming very close to tainting you with Chaos... certainly, many Orlanthi (and especially Stormbullies) would think so.

Don't get me wrong, I'm all for this little POW-grab... but it's handy, not game-changing.

 

2 hours ago, whitelaughter said:

380 POW + 20 POW for Duration, 400 POW. Equivalent of a temple with 400 initiates. Not very big. Especially when you are offering to grant an INT of 95 for a lifetime in return for that 1 POW.

Except, we're talking about Inscriptions, not enchantments. You'd probably have to houserule that others (who don't even know the spell*) can donate their POW to it.

(* - it's been suggested that for sorcerous enchantments and POW donation, all would need to know the spell to be able to contribute).

400 Initiates??? Of which temple? Because, again RAW, it ain't going to be Orlanth or Ernalda... LM is the most likely, and 400 is a pretty big number of initiates. Jonstown - the second biggest Lhankor Mhy temple in Glorantha - has only 150 initiates and priests. The majority of those are unlikely to use sorcery...

But, I will say - I do like it... If the GM allows.... (and, then do that for your other stats as well!)

 

2 hours ago, whitelaughter said:

Interesting question on Bless Pregnancy. Doesn't alter its use though; simply cast on the woman whose pregnancy is most advanced, work back as practical.

RAW - " it must be cast during the first season of her pregnancy."

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good catch on the first season of pregnancy. While this would be crippling in a historical society, fantasy follows the modern with only a few children (not having the insanely high infant mortality). So annoying, but not crippling.

 

Inscriptions are enchantments, and the description on page 249 doesn't require you to know the spell to provide POW an enchantment; volunteers can contribute with no limit. (repeated on page 151, but no new info).

Even if that was erratted, it would be easily outrun with the Spirit Guardian or Summon Spirit Teacher spell; a single ancestor with the spell can provide knowledge to multiple descendants in turn, and Spell Trading allows those descendants to call said ancestor.

Oh, also consider that Enhance INT can be cast twice; once to enhance your INT short term, and then use the extra Free INT to cast a longer duration version.

Magic points aren't an issue due to 1) Steal Breath and 2) once you've created Enhance CHA and Enhance POW, your magic skills modifier is also approaching 95%, so criticals are becoming common!

Yeah, will still say that when the POW 40 spirits turn up. You just pointed out they can't attack me, remember? (hmm, actually reading the description closely, I see they can, merely cannot infect me). Well if they can, will want to be sitting behind Wards or a Market anyway, and have access to Spirit Block. On top of my now 18+ POW, am moderately confident of victory. A traded Charisma spell, or even Berserk, will dramatically improve my Spirit Combat skill as well.

The description of the POW strip specifically says that it is not tainted in anyway. The Detect Chaos skill will confirm that.

With XP checks: sort of. While the spear is 'checked out' after one round, you can switch to other weapons for future combats.

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3 hours ago, PhilHibbs said:

Off hand skills are just another skill in the same category. You get half skill with any weapon skill in the same category. If you train Off Hand Broadsword as your best 1H Sword skill, that gives you half chance with any one handed sword with either hand.

That's right.

But the reverse is not true; if you train with your primary hand, you only start at 5%. p225 first bullet point:  "Use of the weapon in the off hand must be started at 5%, with the usual addition or subtraction of the Manipulation skills category modifer."

the 3rd bullet point confirms what you are saying though.

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22 hours ago, whitelaughter said:

Even if that was erratted, it would be easily outrun with the Spirit Guardian or Summon Spirit Teacher spell; a single ancestor with the spell can provide knowledge to multiple descendants in turn, and Spell Trading allows those descendants to call said ancestor.

Sounds like you're already part of Argrath's SMU, or the Lunar College of Magic.... otherwise, how are sorcerers getting their hands on a very shamanic rune spell (or 3)?

I prefer my egregious munchkin act - True Teaching. Command Truth Man (Harmony & Combine if your GM is nasty). Based on Speak to Mind, but allows the transfer of knowledge and skills (including spells). Puts 2 people into a trance state in which one can learn directly from the mind of the other, at a rate of 1 experience roll per hour for any 1 skill. Like the LM version of Atyar's Consume Mind, but without the need to drain the skills, or kill the victim.

For added munchkiness, use Diminish (Characteristic) so that your modifier is negative (getting them down to 4 means a -5 or -10% each), so technically you can raise to over 75%. Then, when your characteristics go back to normal, you should be well over 100% (maybe 120% - not including boosts via Enhance (characteristic)).

 

22 hours ago, whitelaughter said:

Well if they can, will want to be sitting behind Wards or a Market anyway,

You realise you won't get much say in when it happens, right???

22 hours ago, whitelaughter said:

The description of the POW strip specifically says that it is not tainted in anyway. The Detect Chaos skill will confirm that.

Oh no, I'm not suggesting the power stripping is Chaotic. I'm saying that sicking (sic - and pun) disease spirits on other people may get you marked as Chaotic - regardless of your intentions.

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15 minutes ago, Shiningbrow said:

I prefer my egregious munchkin act -

Yes, that was quite awesome.

 

Markets and Wards are large enough to be slept in, so timing of the attack not a great issue.

The slander risk is always a problem, true, but somehow people are less inclined to accuse you of doing evil things if they suspect you can do evil things to them.

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On 11/22/2022 at 12:35 PM, whitelaughter said:

Markets and Wards are large enough to be slept in, so timing of the attack not a great issue

the big issue, at least if you play with a GM like me :

 

the summoner of a malia's spirit IS the ennemy Markets or Wards will target, even before the spirit is here.

 

in the same way I don't - as a gm in "my" glorantha - see any community where a lot of people would enjoy to sacrifice pow for one baby. Or for a very specific campaign when ONE of the pc is the future hero of the prophecy but the others are then only normal guys (or a little bit more than normal) to serve and protect the "Hero". the issue then is would other players accept to have characters with -50 characteristics ^^ ?

I already decided to not roll anything during the creation process, so having an unbalanced team would be only for one specific campaign and not a long one

 

 

I thought the max of enhance INT was around 35-40 ? don't remember who did the calculation ( @Joerg maybe ?), of course for human people with the race max (21)... After what is able an heroquestor to obtain is another question

but I don't know how we get the result (if it is Joerg, I just trusted him ^^ , I m a bit lazy  )

so don't know if it is possible to get the 95 INT  (or why it is impossible)

 

 

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15 hours ago, French Desperate WindChild said:

I thought the max of enhance INT was around 35-40 ? don't remember who did the calculation ( @Joerg maybe ?), of course for human people with the race max (21)... After what is able an heroquestor to obtain is another question

but I don't know how we get the result (if it is Joerg, I just trusted him ^^ , I m a bit lazy  )

so don't know if it is possible to get the 95 INT  (or why it is impossible)

Not sure whether I did the calculation - when it comes to RQ, I know my house-ruled RQ3, even though I nowadays run RQG - but the limit for sorcerous extension is how much POW you inscribed for that spell. Spending the POW on Enhance INT might be the munchkin's choice, as having that spell active allows you to cast any spell at high intensities, although the MP-saving feature of that method makes it attractive for any spell. Trouble is how to get all that POW.

Which begs the question whether there is a POW-dampening sorcery for lowering your POW temporarily in order to succeed in the POW gain rolls... You'd have to spend at least a couple of weeks under that spell, though, but if you spend your time studying something else full time, that's not that much of a hardship. Same for other characteristics for self study, and possibly for skill ratings, too?

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Telling how it is excessive verbis

 

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On 11/29/2022 at 7:25 PM, Joerg said:

Which begs the question whether there is a POW-dampening sorcery for lowering your POW temporarily in order to succeed in the POW gain rolls...

oh yes, this is easy. Restore Health isn't one-use in this edition, and Lhankhor Mhy gets it from Chalana Arroy. So lose the POW, make the POW gain check, use Restore Health to regain the lost POW. Just need something that can damage your POW rather than making you sacrifice it.

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34 minutes ago, whitelaughter said:

yes, this is easy. Restore Health isn't one-use in this edition, and Lhankhor Mhy gets it from Chalana Arroy. So lose the POW, make the POW gain check, use Restore Health to regain the lost POW. Just need something that can damage your POW rather than making you sacrifice it.

So, the Maximum munchkin solution is to vigorously Tap your own Power and have it Restored by a CA once in a while. If the Restore POW doesn't just get you back to the pre-Tapping POW levels sans gains but, that's not munchkinny enough for the munchkin club. 

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3 hours ago, hipsterinspace said:

Any of those options could get much sillier with the added use of an Enhance POW sorcery that functions along the same lines of Enhance INT but with Moon instead of Fire/Sky

I worked really hard trying to convince my GM to let my LM philosopher come up with the CON and STR equivalents of Enhance INT when we were running a campaign. Would have loved to see the whole party with an extra hit point in each location or going up in DB. I based the return on MP investment on the Spirit Magic stat buff spells and the Enhance INT to try and figure out what would be reasonable. 

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1 hour ago, HreshtIronBorne said:

I worked really hard trying to convince my GM to let my LM philosopher come up with the CON and STR equivalents of Enhance INT when we were running a campaign. Would have loved to see the whole party with an extra hit point in each location or going up in DB. I based the return on MP investment on the Spirit Magic stat buff spells and the Enhance INT to try and figure out what would be reasonable. 

I don't get why you'd have to "try really hard to convince" your GM... I would consider them fairly basic spells. As you wrote, there are Spirit Magic equivalents already in the game.

The issue is - what's the rate of return? INT is 4:1 Intensity to boost. The physical stats are considered easier, so at least 3:1. And, I had thought that if you include a Man Rune (and or Harmony) it would reduce that... maybe down to 2:1.

However, the roll to come up with the spells would be at best a 2x INT, and you need the relevant Runes and Techniques... which you'd get from the elemental associations. If you only have Fire, then it's going to be a bit expensive to have Enhance STR or CON at a decent amount for any really useful length of time.

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"Not sure whether I did the calculation - when it comes to RQ, I know my house-ruled RQ3, even though I nowadays run RQG - but the limit for sorcerous extension is how much POW you inscribed for that spell. Spending the POW on Enhance INT might be the munchkin's choice, as having that spell active allows you to cast any spell at high intensities, although the MP-saving feature of that method makes it attractive for any spell. Trouble is how to get all that POW. "

I can't see why any self-respecting sorcerous munchkin wouldn't dump all their POW into such inscriptions... Sure, it'd take a while to build up to epic proportions, but well worth it in the (possibly quite) long run.

Edited by Shiningbrow
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On 11/29/2022 at 2:14 AM, French Desperate WindChild said:

in the same way I don't - as a gm in "my" glorantha - see any community where a lot of people would enjoy to sacrifice pow for one baby. Or for a very specific campaign when ONE of the pc is the future hero of the prophecy but the others are then only normal guys (or a little bit more than normal) to serve and protect the "Hero". the issue then is would other players accept to have characters with -50 characteristics ^^ ?

It wouldn't be for 1 baby.

Options would be one super-powered (and STRed, DEXed, CONed, etc baby), or a number of babies with a few mildly increased stats.

If you created an enchantment of Bless Pregnancy 100, then the whole community can benefit from some better babies (and, for that matter, you could specialise, such as having a baby with +10 INT, one with +10 CHA, etc.. or, of course, nice mixtures). This could be a nice reward for any family who shows an above and beyond attitude to helping the clan survive or prosper.

Which would then lead to a nice plot device for the PCs.

The enchantment would be reset during the next available worship ceremony (nothing about having to replenish
RPs for an enchantment). So, at least 1/year.

And while it may not be in YOUR Glorantha, I can definitely see an older generation be willing to dump a lot of their POW into such an enchantment, to boost the up-coming generations. This would be especially true in any culture that has reincarnation as a fact, and if that reincarnation occurs within only those people... (and, I imagine, a nice DI would allow for that).... (which would lead to a much nicer plot device for the PCs - knowing that their actions to help the community could build a better body for the next life... which thus gives you a nice justification for a "build your own PC" character creation, as you have!)

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