Fine folks:
Is there a place where I can find the magic systems of HQ explained clearly? I have read and reread the book and still am not at all clear on who does what to whom, as the limerick says. I spent several hours trying to create a theistic character and am still not satisfied I have it right. Specific points I need to "get":
- when it says initiates can improvise feats, does that mean they can use them as active abilities (at the specified penalty)? It's hard to see what else it could mean, but the rules are so unclear I can't assume anything. Initiates who concentrate their magic can use common magic feats as active abilities. Presumably, common magic feats aren't better than ones an initiate gets from his cult (which implies that initiates can use them as active abilities), but then again you can improve common magic charms but not animist charms, so the analogy doesn't hold.
- I see in Digest 1790 that Flesh Man provides only talents--whose great idea was that?
- why is it that you can improve common magic charms but not animist charms?
- can an animist who concentrates his magic use tradition charms and practice charms as active abilities?
- when do you have to increase a specific rating in a feat/spell/whathaveyou and when can you instead increase an affinity/grimoire/something rating?
Thanks,
Martin