Re: Help with Practitioners

From: David Dunham <david_at_...>
Date: Wed, 3 Sep 2003 21:27:43 -0700


Dr. P:

>Can someone please help me with how to handle Practitioners?

I made a little summary for myself when I got the GTA preview edition -- I think this is still valid:

Animism
Charm: Single ability provides automatic augment. Can't be improved. Fetch: Acts as spirit ally; provides Shamanic Escape and Spirit World Travel. Fetish: Friendship with [Spirit] vs spirit attitude (14 if friendly) for augment or ability. Has 2-3 abilities. Spirit Ally: Acts as independent follower. Practitioner can only have one, and must concentrate magic.

Spiritist: Charms only (usually at least 5), containing tradition spirits. Practitioner: Make and use fetishes and charms. May ally a friendly spirit if concentrated.
Shaman: Have fetches, travel to Otherworld.

>It looks like (in the beginning of the book) they get one of each
>practice spirit listed in the Practice keyword. So if they choose a
>practice with one spirit, they get one fetish? If they choose a
>practice with 5 or 6 spirits, they get 5 or 6 fetishes? Is that right?

Many of the practices have more than one type of practice spirit (the shamanic practices being an exception), but yeah, that sounds right.

>Also, in order to join a Practice, you have to be a member of a
>Tradition, so do they also get that keyword and 5 charms from the
>tradition?

Yes, I think so.

>It looked to me like the total amount of magic they started with was:
>
>5 common magic charms at 17 (fully usable and raisable)
>
>5 tradition charms (usable only as augments and not raisable)
>
>1-6 (depending on practice) practice fetishes (fully usable but not
>raisable)
>
>Is that right?

Sounds fine. Having a wide range of abilities is always useful, but it's seldom unbalancing -- you can't raise all of them!

>Also, it says that their Narrator will assign ability ratings for the
>spirits. Well, that's me (I'm their Narrator). Is there any guidance
>anywhere on what sorts of ability ratings to assign?

The specific ranges are usually listed. I'd take note of the number available (if they are in the Daka Fal practice, with only one Ancestor spirit, I'd make it more powerful than someone in the Waha practice [6 spirits]), and also use the base value of the campaign as a guideline (theists and wizardly types get their magic at 17).

-- 

David Dunham   dunham_at_...
Glorantha/HW/RQ page: http://www.pensee.com/dunham/glorantha.html
Imagination is more important than knowledge. -- Albert Einstein

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