Re: Animism\t rituals

From: Gavain Sweetman <gavain.sweetman_at_rMH_wsuJwfsozBQOn82-eBMAImRpJz3v6DZedlQ2vwAb6uP8q1njTRbVPQHV>
Date: Tue, 9 Feb 2010 18:38:25 +0000 (GMT)


>>Jeff <richaje_at_4BXoifAz3_MG9jDi_fHUHSU50mjcDr_pEykXEEMhziMmmFvTOIRfUVxCfTg_Ovkf5jj4CFj7STcGcJou.yahoo.invalid>

> Will Kolat still keep the Seven Winds Practice including the 6 Good Friends and Place friends? I have made all these spirits more like sidekicks for my shaman. This allows them to have the two abilities given in the HQ1 writeup. Or will there be a better way to record these spirits for a player?

>> The Seven Winds is the core spirit society for the kolatings and a a member of the spirit society can take Seven Winds spirits as sidekicks or allies - however, for better game play we've eliminated the requirement that you need to (or even should) take all Seven Winds as sidekicks.

I won't tell my player that, it took him a long time to gather all six winds. :-)))

I presume all spirits keep to the 1 ability rule from the core rules until you take them as a sidekick, or can you have some multi-talented spirits?

Gavain            

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