For starting characters, am I correct in assuming the only way to start with mixed magic is by using an ability slot (assuming we're using the list method)? Second, in HQ2, I can see how a theist character could know/have a simple spell or a charm, but I'm less sure how, say, an animist could mix in some theistic magic. Does he take a runic affinity, which is to be treated as a keyword, as an ability?
This seens rather different than some common magic keywords in HQ1 that gave the PC a mix of charms, feats, and spells. I'm also working off the assumption that like HQ1, PCs in (Glorantha) HQ2 will start with 4 keywords: occupation, homeland, religion, & magic. Should I be assuming that?
Third, do talents exist any more?
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