That is spooky.
> I note that in your write-up he recieved the 5 Tradition Charms -
> wondered in, in fact, one got these if one was a practitioner and
not just a
> spiritist. In general, there seems to be some confusion with the
You have to be a spiritist to be a practitioner. You cannot belong to a practice unless you also belong to a tradition.
> Further, the sample character started with three fetishes (or are
> practice spirit charms)? Did you have to buy these separately? I
IMO there isn't much point stating play as a practitioner if you don't have a couple of fetishes. The rule section in the book (animist chapter) is mainly focused on how to become a practitioner during play. If you do it during character creation I'd rule that you gain 2-3 fetishes for free.
> they're listed at 17, but don't they start at 13? That's what the
As a starting character, any ability granted as part of a keyword is at 17 so that is how I interpretted these fetishes.
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