Re: Gaining new charms

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Mon, 14 Jun 2004 21:59:33 -0700

> I *had* a simple question:
> Can an animist gain new charms of a different tradition/practice?

Generally the answer would be: "not without trouble".

> In my game a player asked me if he could cement a few charms what the
> Heros took away from a captured enemy animist.

Did you have a notation of what tradition/practice the charms came from? Were they Common Magic? (it's probably easiest to say "they're common magic" unless you specifically noted otherwise).

If they are common magic charms, then I'd let him have them for the noirmal HP cost.

> Ok, an spiritist only can use tradition charms, and he only can use
> practice charms if he has joined the practice. Is it right?

He can use Common Magic charms, Tradition Charms, and (if he has joined the practice) Practice charms.

> Pag. 141 "An animist who leaves a practice or tradition must give up
> all charms received from it, for the spirits will no longer aid him"
>
> Ok, I think it means only an animist in a tradition (or practice) is
> able to use traditions charms (or practice charms),

Usually, this is true.

>but the Hero is a concentrated practitioner.

Doesn't matter in this case.

>About Concentrating Animism, pag. 133:
>
> "[...]the animist pays half the normal hero points cost to learn or
> improve animist magic, even if it does not stem from his tradition
> (such as common magic charms)."
>
> Can a concentred animist retain his charms if he leaves the
> practice/tradition? a shaman is a concentrated animist and pag.141
> indicates he loses his charms as any other animist...

He can keep Common Magic charms at all times. He loses his Practice charms if he leaves the Practice. He loses his Tradition charms if he leaves the Tradition. (Usually, leaving a Tradition also means leaving a practice, but not always).

> I'm confused with "even if it does not stem from his tradition".

Common magic charms come from no particular tradition. Thus, it "does not stem from his tradition". .

> Anyway, if a player is willing to spend Hero Points to adquire new
> charms this can mean the Hero has been able to subdue the spirit in
> the charm.

Because the charm isn't "friendly" to the hero, you might want to play out the scene - his Spirit Face (or other, appropriate, ability, which "Worship [Great Spirit]" probably *isn't*) vrs the Spirit's power (which might not be what is shown in the charm - Practice Spirits often have several abilities). If he wins, then he has a charm. Charge him the normal "Concentrated" HP cost to cement it. If he wants to cement it with HP without rolling, then fine, though since it's not a "friendly" spirit, you might charge the "unconcentrated" price even though the hero is concentrated (this is the same as the "Out of Play" charge, basically. Even though he played out the theft, actually being able to *use* the charm is a different contest...).

> Although, where were the limit? How many stealed charms should be
> allowed to cement?

How many times is he willing to combat charm spirits? How many HP does he have?

RR
It is by my order and for the good of the state that the bearer of this has done what he has done.
- Richelieu

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