Also, how does spending resources and whatnot on the Babies even work?

I think it's "Spend 1 Reward Die or Hamingja to take Bad Traits off the table or ensure Good Ones are passed down" or something? Or 1 spend to put Recessives on the table?

If so, I think we definitely want to take Wrathful off the table, because that leads to Trouble.
 
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Also, how does spending resources and whatnot on the Babies even work?
Choose different traits, mark them down in the Write in as well as if you're locking them in or out, boom presto, it's done.

Each trait costs a hamingja to either lock in or out. I'll go ahead and add in a 'refuse to spend' option, as I forgot
 
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If we want to game this, I think we want one child with Prosperous and Content who can manage the family farm, and probably a poet-child who can write poems about the family and generate orthstirr. Then either a warrior or wizard kid. I wouldn't mind a wizard/witch for our next character, feel out new areas of the system.
 
Choose different traits, mark them down in the Write in as well as if you're locking them in or out, boom presto, it's done.

And Reward Dice can be used for this purpose too, right?

Can we just work directly on the Trait list for lockouts and lock-ins? Since we're going with Triplets apparently here, and there should be some upside to our oncoming Hassle, right?
 
@Imperial Fister
Okay on children, a few questions:

1. We get our free lock-in/lock-out from our Muna on each kid, right?
2. That free lock in/lock out can include Recessive Traits, right?
3. Spending Hamingja on kids spends it permanently, right?
 
Yep, though they're just bolstering rolls rather than locking in or out

Okie dokie.

So, I think I'm all for using our bonus 3 Hamingja from working on the Bloody Basics to lock out Wrathful from this batch, and also giving them all a good start of Hamingja without hurting our own interests with Halla overmuch. Then we rig with what's left.
 
Okie dokie.

So, I think I'm all for using our bonus 3 Hamingja from working on the Bloody Basics to lock out Wrathful from this batch, and also giving them all a good start of Hamingja without hurting our own interests with Halla overmuch. Then we rig with what's left.

Do we care about locking out Wrathful? I sure don't. Definitely not enough to spend Hamingja on it.
 
Do we care about locking out Wrathful? I sure don't. Definitely not enough to spend Hamingja on it.

Wrathful and Bloodlust look like a combination that leads to Nothing Good, and both parents have Bloodlust, making it a near guarantee. Bloodlust in itself isn't a huge problem, but Wrathful combined with it...

So yeah, one lock-in and lock-out free. We've got three 'Free' Hamingja from the hilarity putting this off to get The Bloody Basics, which seems fitting since we have triplets to get three more lock-in lock-outs. So I think that's where we should be at.
 
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Oh god those babymaking rolls.
Also: Triplets!

Also Also: Holy eff, that incomplete boon
-Jarl-in-the-Making (1/9): Have 9 different people (not related to you nor to each other) swear themselves into your service to unlock Incomplete Boon: Jarlssoul.

Also an important question: How much do we want to spend on the first batch and how much do we want to save up for later?
 
I will say though, I laughed at seeing Halla's Thirst No Longer Being Contained now that we can pass down The Bloody Basics. You'd figure a Max Success on a BABIES roll would come with another perk for the batch.
 
Yep, though they're just bolstering rolls rather than locking in or out

This does let us spend 2 Reward Dice to make failing impossible on non-recessive traits, and thus effectively lock them in (EDIT: For people wanting to know the mechanics of this: Ties do not become 1 success on these rolls and therefore adding 1 Reward Die only matter if it rolls a 5-6 and the base die rolls a 1-2...but two Reward Dice still ensure success).

Actually, important question, how does using Reward Dice to reduce the odds of getting a specific Trait work? Do they just subtract successes in the same way they'd normally add them?

I'd be less reluctant to spend Reward Dice (if people are willing) than Hamingja on, say, locking our Wrathful.

Also an important question: How much do we want to spend on the first batch and how much do we want to save up for later?

Reducing Halla's Hamingja permanently slows down her training speed. I'm very against spending more than 1 Hamingja per kid at this stage. On the other hand, spending all possible Reward Dice seems very correct.
 
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[] Plan A Farmer, a Poet and a Witch
-[] Boy
--[] Lock-In Content
--[] Lock-In Prosperous
-[] Boy
--[] Lock-In Poet
-[] Girl
--[] Snake's Tongue
--[] Lock-in Godly Luck
--[] Lock-in Seeing Eyes

This is my preferred set, spends 3 Hamingja total as I understand it due to our muna. Gives us a son who can sit at the farm and manage it for the fam, then a boy who can write sagas about Halla's and Abjorn's exploits, and a girl who's set up to be our next PC, but with a different build.

I don't really know how to format this with the Hamingja and reward dice and all so consider it a rough draft.
 
None of the Flaws seem that bad to be honest. Except for maybe Reactive - from what I can tell it means that we can't do any pre-emptive strikes against anyone, which would be pretty annoying. Might be misinterpreting what it means though. Some of the recessive Flaws seem pretty bad though.

Getting Snake's Tongue and Giant's Blood would be nice, since it'd make both stats easier to raise. I don't really know what other Boons we'd picked, since I don't really have an idea of what kind of character I want to play next.

Currently I'm leaning to an explorer, I guess, but I'd like to hear other people's ideas first before I start advocating my own half-baked one.
 
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Oh yeah, @Imperial Fister , how do Recessive Traits work again? Are they off the table unless we rig for them?

EDIT: Incidentally though, I don't want to play Massive Eugenics games just yet because too much is on the table, and I don't want to blow all of our resources trying to create the Next Protagonist when they might just fucking die of a fever in babyhood with Nothing We Can Do About It. Best to spend our resources on shaving off some rough edges (As I said, Wrathful and Bloodthirst is a calamity waiting to happen, and both parents have Bloodthirst) and picking from who actually reaches the top for a later protagonist.
 
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[] Plan A Farmer, a Poet and a Witch
-[] Boy
--[] Lock-In Content
--[] Lock-In Prosperous
-[] Boy
--[] Lock-In Poet
-[] Girl
--[] Snake's Tongue
--[] Lock-in Godly Luck
--[] Lock-in Seeing Eyes

This is my preferred set, spends 3 Hamingja total as I understand it due to our muna. Gives us a son who can sit at the farm and manage it for the fam, then a boy who can write sagas about Halla's and Abjorn's exploits, and a girl who's set up to be our next PC, but with a different build.

I don't really know how to format this with the Hamingja and reward dice and all so consider it a rough draft.

Eh, deciding what our PC will be is one thing, since we're going to be controlling then. But it feels weird to also do it for our other children. Probably just me though.

But since we're going to end up learning seidr with Halla, I'm not really interested in playing a character who'll just retrace her steps, minus the whole warrior thing.
 
So, this plan is speculative based on getting enough people with Reward Dice together to do it (which is 6, though I'd definitely invest mine, so 5 dice more), but something like this is very doable:

[] Plan The Best For Our Children
-[] Boy #1
--[] Lock In Godly Luck with Vows of Love
--[] Lock In Giant's Strength with Hamingja
--[] Spend 2 Reward Dice on getting Snake's Tongue
-[] Boy #2
--[] Lock In Godly Luck with Vows of Love
--[] Lock In Giant's Strength with Hamingja
--[] Spend 2 Reward Dice on getting Snake's Tongue
-[] Girl #1
--[] Lock In Godly Luck with Vows of Love
--[] Lock In Giant's Strength with Hamingja
--[] Spend 2 Reward Dice on getting Snake's Tongue

We then let the actual personalities fall where they may secure in the knowledge that we've done our best for the kids future growth potential. They all start with 3 Hamingja and 2 each Hamr and Hugr and have an easy time raising all three. That's...kind of absurd. Using 1 Reward die on each to reduce the odds of Wrathful would also drop it to a 2/9 chance instead of a 2/3 chance...but that would be all the Reward Dice there were on top of these, so maybe some give and take there.
 
Eh, deciding what our PC will be is one thing, since we're going to be controlling then. But it feels weird to also do it for our other children. Probably just me though.

But since we're going to end up learning seidr with Halla, I'm not really interested in playing a character who'll just retrace her steps, minus the whole warrior thing.
I mean, deciding what our children will be is sort of what we're here to do :V.

As for not retracing Halla's steps... she's very much a warrior. Outside of seidr, which we haven't learned yet, I'm not sure what's left as far as builds go. Going all-in on fylgja? Something more social or economic? The latter would be cool but I'm not sure they're much of a route to power in the setting as it stands.
 
[X] Plan: Tempered Wrath and let Fate Sort out the Rest
-[X] Boy #1
--[X] Remove Wrathful, Add Godly Luck (-1 Hamingja)
-[X] Boy #2
--[X] Remove Wrathful, Add Godly Luck (-1 Hamingja)
-[X] Girl
--[X] Remove Wrathful, Add Godly Luck(-1 Hamingja)

[X] The Smaller

Is this perfectly optimal? No. But it puts the most stuff in Fate's hands and doesn't risk setting us up for Disappointment later on. It at the very least ensures we'll get people without an obvious "AHHH" combination like Wrathful + Bloodthirst, and rigs for Hamingja, which is good no matter what you decide to do and is Recessive so would otherwise be a pain in the ass to roll up. It also closes the circle with regards to this whole chain of events being implausibly Lucky if all of our first batch of Kids inherit that.

And yeah, we stick to the Smaller group here because Halla + Abjorn are the original Dream Team, and if the Knight decides to run a breakthrough, we can take him down. But more importantly we want to take it easy because we don't dare risk taking Endurance damage at the moment.
 
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