That seems right. I'd rule that affinities normally give you the time penalties for worship (exceptions for heroquested powers and the like).
I have a counter-question (and possible answer).
Q. If a character takes two magic keywords (e.g., devotee of Kev, initiate of Vela) or two occupations, what are the starting values?
>Second, direct initiation to a Great God. HW states that Initiates and
Not sure without checking. I'd probably rule "only during play" myself.
>Third, associate magic. One of the things I always liked about RQ2 and 3
>was >the ability to become an associate priest of an allied deity - for
>example, an >Orlanth priest becoming an associate priest/acolyte of
>Issaries in the RQ2/3 >rules, being able to perform Issaries ceremonies
>and have some access to >resuable Issaries magic. Certain magic was also
>shared with allied deities - >for example, Orlanth lending the Shield
>spell to his Lightbringer allies.
I broadly agree with the sentiment, but it seems a bit rulesy to me. I'd allow stand-alone feats to be acquired from allied temples, shrines etc. during play or in the initial write-up. [Implicit: only associated cults and/or those you have helped will allow access to their magics]
>My feeling is that I'd limit associate magic to a max of 10W for Initiates
>and >10W2 for Devotees.
I'd just use the standard initiate cap myself. Note that some associated magics are held by subcults of Orlanth, so one could argue no additional restriction should apply.
Thom
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