Re: hero cults

From: KYER, JEFFREY <jeff.kyer_at_...>
Date: Wed, 12 Apr 2000 11:00:32 -0400

markmohrfield wrote:
>
> I noticed that Wesley Quadros character write-up at
>
>
> included a hero-cult, which gave that character an extra magic
> affinity in addition to those already given by the main cult keyword.
> What are the rules for this? Are there, for example, any more time
> requirements on a character who joins one?
>
> Mark Mohrfield
>

Its possible. Its really up to the Narrator. I'd not let it happen in a starting character unless I felt it was 'very cool.' Subcults don't cost more time if you're a member of the parent cult. When creating a character witha subcult, I would probably allow it in a writeup (its going to be 5 or so words to write up) and possibly in a 'shopping list' but only at a cost of a few more words.

Being a devotee of a subcult can result in some interesting bennies and abilities unknown to the more casual worshipper.

Speaking as a player, I'd say its more fun to hunt down and join Subcults during the course of play. And, as a narrator, making players have to join the subcults cuts down on powergaming and rules wrangling *dramatiacally*. It keeps things simple in character generation.

In fact, I am leaning towards letting a player only have 1 ininitation or devotion with a starting character rather than allowing a Devotee to be an initiate in something else or an initiate to have a second cult, though in some cases, the time constraints overlap -- Odayla and Yinkin (some things like hunting are cherished by both gods), for instance or Orlanth A and Vinga or Orlanth A and Humakt (oddly enough, all warriors)

But that's just my personal take on it. Others will have different ones.
Jeff

Jeff

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