I suppose I should start having some of my PCs start losing some of that hard-earned corruption they have a little too close to their rapidly dividing cells. How have people in your group been earning the loss of it?
jh
I suppose I should start having some of my PCs start losing some of that hard-earned corruption they have a little too close to their rapidly dividing cells. How have people in your group been earning the loss of it?
jh
I tend to keep an eye out for when a player is lobbying between the selfish choice and the selfless choice. If the player chooses the selfless option, I burn the corruption to add a Challenge (assuming circumstances dictate it won't radically derail the group).
Otherwise, I've been keeping my wizard right on the threshhold of mutation for 2 sessions, now. He's drawn in by not knowing whether he's advancing within organized wizardry or going the way of the witch at his next career shift. It's creating a good tension, for now.
With the rest of the players, I've ensured that every corruption point has been accompanied by a vision of the character's participation in a slaughter of a dwarf stronghold (building towards a cimactic plot point in my own campaign). They've each accrued only a few apiece so I've not needed to worry about burning theirs, yet. Although, based upon the vision, any action showing compassion towards a dwarf will provide a great opportunity to burn one.
(Assembling their visions, the players have determined the stronghold was destroyed some 400 years prior and none of the players are sure if the "memories" are actually their own or tied to madness and circumstance.)
In another campaign, I didn't want to see corruption accrue as readily so I opted to burn the challenge dice when the player was mistakingly making a mountain out of a molehill. When the player was making a point of burning fortune and cool downs to absolutely ensure an action succeeded that as a GM I knew was not a big deal either way, I would throw the extra purple in their to make their sacrifice seem more worthwhile -- not that I would ever tell my players that was my logic.
I also had a quest ending in a report to a Sigmarite church result in a ceremony that converted 1 corruption into a critical wound. Was a nice flavorful way to flog the hells out of them (and was before severe wounds were introduced so less threat in participating).
Lose corruption? Why? It's there for a reason
My players have acquired all of their corruption as a result of delving into chaos temples (in WoM and EfaE), handling Warpstone (EoN) and being hit by Bobo's transmogrifying spells.
When a character has corruption > toughness I add a challenge die to any stressful/dramatic check and generally give them a vision/hallucination to explain the increased difficulty. The only time I've removed corruption for a virtuous act was when the initiate of Sigmar in the party was the last combat member of the party standing, facing a wounded but still very dangerous Rat Ogre effectively single-handed with other party members on the floor. She was given the choice of retreating to cover the flight of the other party members or going toe-to-toe with the rat ogre to save the life of the unconscious soldier nearby. She chose to smite and (thanks to the dice) prevailed. Sigmar smiles upon courage in the face of adversity and so she lost the only point of corruption that she'd gained up to that point.
I'm definitely stealing the flagellant approach to purging corruption Amehdaus, that's a great idea!
I only settle for the best way to lose Corruption points: Mutation.
Heh heh, rapidly dividing cells... I like it.
I tend to use it when I want my bad guys to live a round longer, selfish, but I figure it's the best opportunity I get to spend it, making life decidedly more difficult for those sure-hit attack actions.
One word: Mordheim.
I'm using the city as the center piece for my campaign, so the city its self feeds on their corruption, tempting them to delve ever deeper into its depths. I also use the standard rules when it won't harm the story.
I took corruption off when the players handed over evil artifacts to the temple of Sigmar for proper destruction.
In the rules you might lose corruption :
My players don't like the GM option rule, because Warhammer's Corruption must be a total Doom to keep its dramatical aspect. It's to easy to lose corruption by simple failing a roll too difficult for the character.
hi
now way Jòse! In a long-term campaign the slow build up of corruption points add to the sense of doom that I find "gritty". The adventure found in winds of magic, was particular hard on our reckless spell casting wizard. she was constantly target by the Tzeentch's corrupting winds, and when it was all over she had racked up an impressive 6 corruption points.
Her next goal is to get them removed, I think maybe a a difficult and sacrificing journey and quest would be able to remove 1 or 2 tokens. Such as travelling to a remote place, reconstruct a temple to Sigmar, put the tormented ghost found there to rest after and hard ordeal. With other words have to invest a lot of time and energy into getting it removed.
donating some money or even evil artifacts to a local temple, don't come close to this for me. its about sacrifice, heroic and selfless acts, things that don't come easy in warhammer as everything can have dire consequences.
That made me think what kind a scenarios would award removing corruption points? could you write a single scenario that had the purpose of doing so?
That gave me an idea of creating such a scenario where the sole purpose would be to redeem and free yourself from corruption points. I see at least some guidelines to be included in such a Redeemer Scenario
1) Temptations: all redeemer scenarios should include the chance of getting more corruptions as they progress through the story.
2) The Narrow Path: include ways of loosing a corruption point, along the road to indicate to the PCs you're on the right track.
3) Redemption : succeeding should either let everyone in the party loose 1 CP each, or the PC in question loose several (2-4)
4) The Dark Side: failing should have as dramatic consequences as succeeding. aaargh
5) A long journey: refers to limitation on how fast and of often a PC or party can do a Redeemer scenario.
That's it I've decided what my next scenario for LF # 10 would be....a Redeemer scenario
Rikard