Re: Animists and available spirits

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Tue, 1 Jun 2004 16:04:08 -0700

> Looking at this I can see major balancing dramas. My players are
> mechanistic (its a burden), and long ago dismissed animists as long
> term weakies, as their spirits dont increase and too many hero

They are *known* to be "long term weakies" - we say so on page 105: "Animism is easy to learn but harder to use, relatively powerful at the bottom end, but relatively weak at the top."

As far as the might of spirits avaialble, that kind of depends on how many HP they want to put into them - check out the table on page 141.

On the other hand, a +20 boost to a skill (even without the attendent AP) is still pretty darn good for a simple invocation - that's the equivalent of a 16W9 augment, or Iron Armor plus Iron Weapons against trolls! If the players are smart, they'll stock up on a large number of low-level spirits, rather than going for a single huge one. Also, you can pick & choose the abilities you get much easier as an animist, since you just need to bushwack the apprpriate spirit. Contrast that with the Humakti, whose magic is only good for killing things, and finding out if they should have killed them in the first place... ;-}

> And feel free to insult my mechanistic players, they are min-maxers
> as well so they deserve scorn and abuse. :-)

Weenies! Wussies! Minmaxingmunchkins that are better off playing Rifts or D&D Fighter-Thief-Cleric-Assassins with the Rod of Orcus and Mjolnir. Fie upon them! I heap doodoo on their heads! May their intestines be gnawed upon by rabid aardvarks! Shoot them now and save the world from their corruption (but remember to loot their bodies - because *they* would in your shoes!).

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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