RE: Just Curious

From: Peter Larsen <plarsen_at_...>
Date: Tue, 22 Jan 2002 15:12:52 -0600


At 8:33 PM +0000 1/22/02, Alex Ferguson wrote:

>A related question is how one should deal with abilities that "duplicate"
>those of known magical practices -- in Joe's case, Vanganth's flying
>ability, or to take a case that somewhat flummoxed me at the time, a
>Yinkini that wanted to be able to shapechange, essentially the effect
>of the Yinkini secret, which she wouldn't have had access to as a starting
>character (well, noit in that game, at least). I'm pretty much happy to
>allow these, but I'd take care that one doesn't get a game-mechanical
>advantage from doing so, nor is the "one-offer" allowed to entirely
>match the genuine specialist in terms of the breadth of applicability
>of their magic.

        If it is a secret, you might treat it as a secret that the character knows for some reason -- maybe they were an alynx in a previous life. They would be "punished" by being "locked into" a particular sub-cult. Additionally, the god whose secret they have may have plans for the character. This might no be so bad if Yinkin sent an alynx spirit to be born as a Heortling. If the player wants Humakt's secret, on the other hand, the Grim God may have a much more dire fate in mind....

        Similarly, if the player wants an ability limited to a friendly cult (like Vanganth), it's probably OK, even if it is a little odd (TR says that some Heortlings fly naturally, after all). If the player wants the Madness affinity, however, the character may have some 'splaning to do to Uroxi and other Lunar-haters. They would also be at a sharp disadvantage improvising feats of learning new myths due to a lack of teachers (or teachers with heads, if the Uroxi are still around).

Peter Larsen

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