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Practitioners server a specific Practice within an Animism Tradition. It is actually possible (and permissible) for a Practitioner to be a member of several Practices.

Requirements To 'upgrade' from a Spiritist to Practitioner (or to begin play as a Practitioner), the player must spend 3 hero points (or a combination of HP and freebie slots during character creation) to gain:

  • Follower of [Majestic Spirit of Practice] -- defaults to level of "Worship [Great Spirit of Tradition]
    • This is used to create Charms containing Practice Spirits -- use "Worship [Great Spirit of Tradition] to create Charms with Tradition spirits in them -- p. 137)
    • This is used to create Fetishes (see "Befriend a Spirit", p 137)
    • Note: A Spiritist gains five Tradition charms from within the Tradition they follow (sometimes in addition to their Common Magic charms) -- a character who is a Practitioner from the outset of play also gets these, since they must logically have been a Spiritist prior to being a Practitioner.
  • Practice Knowledge, (see 'mundane skills' below) -- defaults to 13, unless taken as a starting character
  • Open Spirit World -- a magical ability that let's the character view the spirit world all around, and necessary to find the spirits you want to bind into charms and fetishes. -- defaults to 13, unless taken as a starting character

Magic Gained

  • Characters who begin play as a qualified Practitioner begin play with one of each of the practice spirits listed in the Practice keyword (in Fetishes), with ratings set by the GM
  • Characters who become practitioners after play begins get one practice spirit listed in the Practice keyword (in a Fetish, with ratings set by the GM

Other Magic Abilities worth getting

  • Spirit Face -- allows perception and defense against Spirit forces. -- defaults to 13
  • Practitioners are not required to Concentrate their magic, however...
    • Concentrating allows Common Magic charms to be used Actively, though Tradition and Practice charms can still only be used as passive, auto augments.
    • Concentrating also allows the Practitioner to turn a Practice Spirit into a Spirit Ally.
    • Concentrating and three key skills at 1W2 allows acquisition of the Practice Secret (defaults to 13)

Other Mundane Relationships worth getting

  • Friendship to [Practice Spirit] (requires added time commitment, allows you to turn a Practice Spirit into an Spirit Ally if your magic is Concentrated) -- defaults to 13 (required to create a Fetish)
  • Intercessor to [Spirit Place] -- defaults to 13 -- used to leads certain rituals

Myths and Rituals -- the spiritist gains knowledge of the Myths and Rituals of the faith:

  • "[Practice Knowledge]" must be gained to become a practitioner (see requirements, above)

Piety -- the worshiper can use the rating in this ability to try to call for divine aid from their Great Spirit.

  • Worship [Majestic Spirit of Practice] -- clones "Worship [Great Spirit of Tradition]" -- must be gained to become a practitioner (see requirements, above)

Virtues -- the practitioner can select any of the traits seen as 'good' or commonly found within their Tradition.


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Page last modified on August 02, 2005, at 01:25 PM by DoyceTesterman

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