Re: Animism Rules

From: antalvarez2001 <antalvarez1976_at_...>
Date: Mon, 14 Oct 2002 08:13:43 -0000


> There's a hint of them in the Unspoken Word Uz volume by inference
>from the animist keywords (but no rules).

Yes, there is a difference between 'practice' and 'tradition', and I have seen 'traditional spirits' and 'special spirits'. I don't remember any other changes.

>For a shaman to have only 5 always seemed ludicrous to me anyway.

I'm not sure but I think I will give my shaman 10 spirits or more. The shaman is a magical specialist and, IMO, he has to be more magically-powerfull than a theist initiate (well, they have penalties to the affinities, but I think it isn't a compensation at all).

I have other problem with the magical power of the shaman. I think you can't improve the might of your spirits if they aren't integrated. It has sense, but it means that, if you are more powerful, you have to search other powerful spirits. It's logical, and I want to play many of these 'spiritual travels', but I can't stop the game every time a shaman wants to catch a more-powerful spirit. IIRC, taking spirits merely spending Hero Points give you a standart Might 12 spirit. I want to make a house rule for taking more powerful spirits if I don't want to play the travel, but I don't know how.

Regards,

Antonio

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