Munchkinism for fun and profit

Always be a mother revenging a lost child. Extra steel point for no relationship cost. :stuck_out_tongue:

  1. Elven maritime life is not like Mannish maritime life. There is no finicky division of labor. There are the seafarers and there are the captains. Seafarers don’t learn navigation/slip; captains do, and act as both commander and navigator. That’s the nature of Elvish sailing.

  2. If the required skill for the lifepath is wrong for the campaign, perhaps the lifepath is wrong for the campaign. There are oodles of choices, but not all fit in every game. If the player objects, he takes a different lifepath! You wouldn’t let someone take Farmer and then not learn Farming!

  3. A player taking skills that really don’t fit in means one of several things. The first possibility is that they don’t understand that you’re not playing that kind of game; suggest a different lifepath. The second is that they’re eager to play someone who’s far from home and his comfortable wheelhouse (ha, nautical pun!) and won’t get to use the skill. The third is that lovely right skill, right time bonus artha. You don’t know exactly where the story will go, and if players only got expected and obviously useful skills you’d never get the pleasure of players finding ways to use the oddball ones. That’s part of why so many lifepaths get so many skills that are mostly unlikely to be useful: tons of peasant skills, a fair number of craftsman skills (beyond getting a job), and so on. Let players have it and see what happens!

Nothing will break if you let sea captains not take Slip of Currents, but I think your game will be poorer for it. And you end up with nonsensical characters who were captains but are not actually capable of having captained a ship, which strikes me as not so good.

As opposed to captains who don’t have Command skill? :slight_smile:

Does anyone have any good sorcerer and/or Death Art characters? I’m trying to make a necromancer :slight_smile: Or a battle mage.

Just off the cuff here…

Born Noble -> Arcane Devotee -> lead to Noble Court -> Young Lady -> Court Sorcerer

32 years old (7 mental, 14 physical) with +3M, 82 resource points, 20 free-floating skill points for a skill list that includes Sorcery, Write, Read, Research, and Falsehood, plus 5 general skill points if you want to take up weapons skills (and general Persuasion)

You unfortunately only get one free-floating trait point, but we can give this sorceress Second Sight, since it’s a LP trait.

Now, buying spells. Call of Iron is an easy one for starters. Horror works well with that. Let’s also use Shards to mix up our options. (30 rp so far) Throw in whatever other spells you like, maybe Wisdom of the Ancients to gain a Will buff before combat (40 rp) and Binding (44 rp). And, of course, Turn Aside the Blade (60 rp spent).

Now spend your remaining 22 rp. You could have superior arms, shoes, and clothes. You could also drop one of the spells (like Binding) to get a few more things. Alternately, you could drop your weapons down to run-of-the-mill, and spend the extra rps on light mail and have 5 floating rps for relationships or maybe a companion animal.

Born Noble -> Arcane Devotee -> (City) Sorcerer -> (Outcast) Rogue Wizard:
28 years old, 10 mental, 17 physical, 20 free-floating skill points and 5 general, 3 trait points beyond required traits and Gifted, and 81 RP.

No Second Sight, which is a shame, but you can take Spooky Aura or some of the juicy 3 point traits. You also get Astrology, Alchemy, and Enchanting on your skill list for a well-rounded magician.

Or you can replace Born Noble with City Born and trade 1 general skill point, 1 physical attribute (because of age) and 5 RP for 1 more trait point.

Or you can replace Rogue Wizard with Court Sorcerer. You give up 2 points from physical attributes, one from age and one from not having that +P, you lose one skill point, and you’re forced to take Calligraphy. You’ve only got 1 trait point beyond Gifted. But hey, you get Alchemy, Astrology, Enchanting, Sorcery, Falsehood, Read, Write, and Research. And you can take Second Sight. And get 89 RP.

For a necromancer, take Born Noble -> Arcane Devotee -> (Outcast) Rogue Wizard -> (Death Cult) Death Artist
32 years old, 9 mental, 15 physical, and 1 M/P point. 22 skills including pretty much all the nice list above but Ugly Truth instead of Falsehood, and of course you get Death Art and Graveyard-Wise. 4 traits free after taking Gifted. Only 57 RP, but hey, all the undead servants your black heart can desire.

Of course you can also just take Death Art for any Gifted character with General points, but that’s no fun.

Deleted 5-LP Character

Oh, well done! I’m digging all of those Physical points, which is what I missed.

As long as we’re talking munchkins:
Born Noble, Noble Page, Religious Acolyte, Arcane Devotee. (25 yrs. 50 Res. 9M/17P 5 Gen. 19 Skill. 6 Traits)
Traits: Mark of Privilege (Dt) Tonsured (Dt) Faithful (Dt) Gifted (Dt) Base Humility (Char) Inscrutable (Char)
Character is a follower of the deity of magic and mysteries and thus his sorcery and faith are complimentary to each other, while the physical skills he learned as a youth are eagerly put into service for the greater glory of the white tower.