Re: Playing Animists

From: Viktor Haag <vhaag_at_...>
Date: Tue, 17 Feb 2004 13:50:46 -0500


Chris Lemens writes:
> Try looking at the Bison People homeland. There are two,
> apparently independent sources of common magic available to
> them, both under the heading of "Common Religion": The
> Survival Tricks and Cult Societies.
>
> How does your understanding map to this? Would you say that
> Bison People can take the Survival Tricks and as many Cult
> Societies as they want for 10%? What if they then want to add
> Flesh Man common magic--does this count as a further 10% or is
> it covered?

My rule of thumb at character creation was, for common magic, they could take two "aspects" of it.

Thus I have a character who is a nomad with "Survival Tricks" and also a member of one of the Cult Societies.

And I have a character who has the Flesh Man Talents, as well as being a follower of Lanbril.

I still only allowed these folks to choose "five" things from the total available lot, but they have the opportunity to learn more without explaining where these extra abilities are coming from (the people teaching them already know them).

I would judge this to be a "10%" commitment.

Given the slack nature of common magic, I'd probably say that the time commitment for any one practice is 5%.

To do otherwise seems to demand too much commitment for what is essentially a "bits and bobs" kind of situation. (A bit like the "Worshipper" level of commitment for theism, I guess.)

-- 
Viktor Haag : Software & Information Design : Research In Motion
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