>
> > God-talker is effectively
> > a supplemental keyword (note how few abilities it has).
>
> I can certainly see the logic is stating that being a god-talker is
a
> part time thing, although I'd hesitate to let heroes have two
> occupational key words (maybe make one of them come in at a skill of
> 13?).
>
> As to god-talker having few abilities, well, it has 5. Looking at
> nearby occupations in Thunder Rebels, Gardener has 4, farmer and
> healer have 5, fisher, merchant, and skald have 6 each. It is only
a
> lucky few "adventurer suitable" occupations like hunter, herder, and
> warrior that have many more abilities than that. (
>
> Hmmmm, maybe allowing god-talker on top of one of the less ability
> intensive key-words wouldn't be so unfair after all!
>
> --Bryan
We've found that it doesn't make much difference to give out 2
keywords if one is as marginal as god-talker. Though if a player
wants 2 keywords, I let them have them at 15 (It works out well as a
rule of thumb). In my experience, most players seem to just buy the
skills they want from the other profession as a part of their 100
words or list and take them at 13 instead and raise them rapidly with
HP.
Jeff