(in reply to Alex, original post below, with
appologies to digest readers...)
Originally I was suggesting treating the feat as
common magic as a game mechanical let out: "Uncle Erik
knows this trick he picked up somewhere, dunno where.
Looks a bit like what them worshippers do on their
high holy days sort of thing."
However, having p.120 pointed out to me, I'd suggest
that you could buy the kosher feat from your own cult
in addition to, or even instead of, the controlling
affinity if you want to become even more specialist.
This isn't specifically stated in the rules, but would
clear up Jane's problem. Her character is worse at her
own cults feats because she's never specifically
practised them. On the other hand, she's good at a
particular feat or three precisely because she's
practised it.
Cheers,
Ash
- Alex Ferguson <abf_at_...> wrote:
> On Sun, Aug 08, 2004 at 08:13:22PM +0100, ASHLEY
> MUNDAY wrote:
> [Destor initiate, wants (improved) specific Destor
> feat]
> > I'd give him two options:
> >
> > - Increase his wind affinity
> > - Take it as a common magic feat
> >
> > If he takes it as a common magic feat, then he can
> > raise the feat as any other common magic. However,
> if
> > he increases his wind affinity, his feat doesn't
> > automatically increase, unlike a devotees.
>
> I think this is in game-mechanical practice exactly
> what Jane is
> suggesting for the 'subcult' case, and what the rule
> book describes
> (HQ, p120). However, I think the terminology here
> is _extremely_
> confusing: in what sense is this Common Magic?
> It's specifically _not_
> CM in the cosmological sense of the word (p104).
>
> Unless you're suggesting, the initiate isn't taking
> the _Destor_ feat as
> an ability at all, but a CM feat in the strict
> sense, from some other
> 'source', which just happens to be identically
> titled (and with
> identical effect, which in HQ is much the same thing
> anyway)...
>
> Cheers,
> Alex.
>
>
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