Basically, I don't see why a player would want to choose a fetish over an integrated spirit. Is there something I am not seeing?
>> 1b. Does it seem logical that a starting shaman will only have one-use
>> fetishes? I allowed one to be 3/day and another to be 1/day.
>You could have the shaman's player roll a Simple contest for each fetish he
>has of Spirit Combat vrs. the spirit's Might: any Defeat or a marginal
>victory equals a 1-use fetish, minor vcitory=1 use/day, major victory=3
>uses/day, Complete victory= complete integration, the spirit can't leave the
>fetish no matter how many times you use it.
I like this, though I also like just assigning a distribution like I did.
>Might/10 is for Passion spirits (ones that give you +x in certain
>sircumstances, like "Fight Darkness" spirits that give you +x to *all
>abilities* used in a fight against darkness). Normal integration gives a
>talent starting at the spirit's Might.
After rereading the integrated spirits section, I realized my mistake.
>> 5. (More a comment) The Kolating player pointed out that the Spirit-Talker
>> keyword almost completely overlapped the Kolat keyword in terms of
>> abilities. (I think that he felt shortchanged.) I theorized that the
>> general Spirit-Talker keyword would also fit with other animistic Keywords
>> that didn't overlap so much. What is the true explanation for this
>I blew it.
Oh well. Is this going to be errated?
Thanks for the reply,
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