[Glorantha] Yina Yinkinsdottir

Mikko Rintasaari rintasaa at mail.student.oulu.fi
Tue Jun 20 13:22:24 BST 2006


> Hi Mikko
>
>   A suggestion;
>
>   Talk with the player and find out what sort of power or ability she
>   would really enjoy having that she can't get via her cult
>   associations.

The thing is that the player want's something that fit's well in
Glorantha and with a daughter of Yinkin, and doesn't have a specific
"want" in mind. Since the character may well end up the subject of
hero-worship (and eventually a subcult) it would be nice to have something
appropriate and interesting.

> I snipped a lot of good ideas on the daughter of Yinkin, but I chose a
> slower, less front-loaded approach in my most recent game. A player
> wanted to play a demigoddess, so I let her add "Demigoddess 17" to the
> character sheet. So far, the ability has mostly been used for
> augmentation. I don't like the thought of adding a 10w3 ability to a
> starting PC, and I think that's yet another poorly thought out rule in
> HQ.

The campaign is one of higher power level than the HQ standard. I'm not
conserned about that mythological beast "game balance". I'm trying to
model what a daughter of Yinkin and a mortal heroine would really be like,
at the tender age of 16. The inspiration is somewhat young like Kallyr in
the King of Dragon Pass computergame.

> I'm using the whole divine parentage thing as a detail, not a
> game statistic. I also think that one player having a super-powered PC
> will irritate some of the other players, even if they won't admit this
> (or maybe even realize this).

Not here. It's not that sort of a game. In that particular game there will
be two gamers, and it's one subset of a campaign with many independent
parts. The other player is an young Esrolian male, a goldentongue trader.
He's adventurous and quite a competent and versatile magician, but
definitely not on the heroic scale. That's how the gamer in question
wanted it.

<snip>
> beings to add to their "stable"). The other PCs aren't overshadowed by
> the semi-divine being in their midst, and they have their own equally
> interesting and powerful special abilities.

The divine power of Yina will not be a problem. More often than not it
will bring trouble for her. A demigod attracts all sorts of attention and
challenges. The trader is more of the cerebral type, who will have a lot
of fun trying to find a way out of the messes young Yina will bring on
them. The central (NPC)character is the trader characters uncle, who is a
well known and respected goldentongue godi, Hector Librum (a western name,
but an Esrolian family). Hector is actually a member of the pharaoh's spy
organization, and looking to groom his nephew as a successor for his work.
Hector is currently travelling via Prax to Sartar, and looking for covert
ways to aid Sartar in the struggle versus the empire (1601 ST).

> On the other hand, there is a Yinkini PC in one of my other games who
> has through roleplay, play, and heroquesting almost become a daughter
> of Tol. The PC didn't start with such a relationship, but every action
> has been for the glory of her god, and she is on her way to becoming a
> Hero and/or demigoddess daughter of Yinkin. (And I don't think that
> any character in that game has broken the w3 barrier.)

Yina will mostly have huge magical potential (remember that POW 19 for an
average Shadowcat, same as a unicorn) and quickness.

> Another thing that I didn't state explicitly above is that in the
> games I've been running, once a PC becomes a thing (wolf, demigod,
> etc.), they've been that thing all along (unless the transformation is
> the important story element).

Right. That's not how I wan't to play it, and the player in question
want's a clear picture of the character before play-proper begins.

	-Adept


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