Agreed I cannot see any explicit mention of the charms normally gained by a spiritist when you enter play as a practitioner. The write-up for the practitioner states that you gain all the benefits of a spiritist HQ p.136 (and theism and wizadry make similar statements), so I think that your assumption is correct - a practitioner still has the five charms.
Some bargaining could be used here. The narrator sets the ability ratings of the fetishes so you might bargain for more powerful fetishes by taking less tradition charms. My opinion is that anything that makes a beginning hero more diverse is usually good as it allows them to participate in a range of contests. YMMV
"Give the kids tools, so they can go build their own houses; not the blueprint of what the houses should be." Tori Amos
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