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Posted

In creating new characters, the general pattern in character generation appears to be that occupation grants skills and equipment and cult grants some additional skills plus magic.

That is all fairly clear until we come to the issue of sorcery and, specifically, if I should decide to roll up and Lhankor Mhy Philosopher.  Here, I can get magic (i.e. sorcery) from both my occupation AND cult at the start.

So, from my apprenticeship as a Philosopher (p.70 from the core rules) I get the following:

1) Mastery of 1 x rune and 1 x technique

2) 3 x spells (+20%, +10%, +10%)

Then I go to my cult at the start.  From Lhankor Mhy (p.76) I get the following:

1) Mastery of the Truth Rune and Command Technique

2) 3 x Spells (+25%, +10%, +10%)

So, in theory I could start with the following (INT allowing):

1) Mastery of the Truth  Rune and Command Technique (from Lhankor Mhy)

2) Mastery of the Man Rune and Summon Technique (from Philosopher)

3) Enhance INT (25%), Identify Otherworld Entity (10%), Geomancy (10%) from Lhankor Mhy

4) Total Recall (20%), Logician (10%), Logical Clarity (10%) from Philosopher

So, in total, 2 techniques, 2 runes and 6 spells.  (although in reality, if I was being sensible, I would probably stick with just three spells so as I can have a decent starting skill in each)

So, for sorcerers you gain magic both from occupation and cult, unlike most other characters.  But am I reading that right?  4 techniques and 6 spells at start?  Sounds a lot, even though you'd be spreading your sorcery skills pretty thin to get there.  

So I guess the question is, I am reading that right?  For Lhankor Mhy/Irripi Ontor sorcerers (or any sorcerer potentially), you combine the magic skills, runes a techniques from occupation and cult together for your starting character?

 

Posted

It seems reasonable to me.  It's not as if PC sorcerers are going to develop the habit of massacring the opposition in combat.  

Posted
2 hours ago, PaulJW said:

So I guess the question is, I am reading that right?  For Lhankor Mhy/Irripi Ontor sorcerers (or any sorcerer potentially), you combine the magic skills, runes a techniques from occupation and cult together for your starting character?

This is also how I read (and play) it.

Posted
3 hours ago, PaulJW said:

But am I reading that right?  4 techniques and 6 spells at start?  Sounds a lot, even though you'd be spreading your sorcery skills pretty thin to get there.  

So I guess the question is, I am reading that right?  For Lhankor Mhy/Irripi Ontor sorcerers (or any sorcerer potentially), you combine the magic skills, runes a techniques from occupation and cult together for your starting character?

yes 6 spells maximum (3 + 3)  but you can read 3 spells minimum (same spells from philosopher and cult). I mean, if I want a "standard" LM sorcerer with some efficient spells, I take 3 spells from the philosopher (in the LM list even if it is not said) AND then I add the LM bonus skill.

so that means : 45+ magic bonus for the best, 20+ and  20+ for the 2 others. And I add personal bonus. So you may have a 70+ spell when you start, if you want.

that's a choice between knowing a lot of things with medium/low efficiency or being an expert in few activities

It is exactly the same that sword or other.

a cult may give +20, an occupation +20, etc... You may choose sword from all source or sword from one source and spear from another one. You may decide  to learn a new language with your personal bonus or to augment your sword skill.

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