Re: Re: Affinities and Feats at Character Generation

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Mon, 3 Nov 2003 08:30:05 -0800

> >Weeell, I guess but the CG rules are explicit about Initiates (it
> >would have helped had they been explicit about a whole bunch of
> >other things), it says you start out as an initiate and if your
> >Narrator agrees you can spend 3 points to up your membership level
> >to Devotee. I'd like to hear an 'official' ruling from somewhere...
>
> That's about as official as it's going to get until we're done the FAQ.
Roderick is heading the creation of the FAQ and he's the one who first said the above when it was last asked...

The official stance in the FAQ (Which was delayed to get the stuff laid out for printing) is that it is negotiable. The player and narrator decide how many the hero should get depending on character conception - "Haral is a new devotee of Orlanth" is different from "Haral has been a devotee of Orlanth for many years". Rather than try to make a rule about it, we say "Negotiate it. A new devotee would get 3, an old devotee would get all, and someone in the middle gets some number between the two."

The same response for Spells and Spirits applies. Character said to be new to their magical keyword get the minimum "created during play" number of magical tricks. Ones said to be old in their keyword get all (or many, at least) the named tricks.

There really isn't a big difference - most affinities only have four or five feats named in them. Since you can only use one Feat per affinity per Ability Use nowadays, the extra feats only give you a larger pool of "tricks" to pull from, rather than giving you extra augments.

Spirits are the exception, since they can be released for immediate benefits above and beyond mere augments.

RR
It is by my order and for the good of the state that the bearer of this has done what he has done.
- Richelieu

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