A number of very good, workable ways this could be run have been proposed. I suppose which is best for a particular group may well vary depending on the kind of game and the kind of atmosphere you're trying to create.
The way I'm doing it in my game is to let Initiates only use listed feats at their full Affinity rating. Their limited understanding of the cult mysteries means they can only call on the best-known myths and magic. Devotees can improvise other feats (including augments) at -5. This means that initiates can only use obviously augmenting feats to get augments, they can't make up (improvise?) augments on an ad-hoc basis.
For me, this solves several problems :
Simon Hibbs
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