Why Full Practitioners Dominate
I got to thinking about the overall subject and I’ve come to the conclusion that one post isn’t going to handle it, so you got a series within this series, starting with:
The Full Practitioner
Part One: What is a Full Practitioner?
A Full Practitioner is some one who has what is know as “Full Practice” in magick, sacred and/or profane. He is simply a person who understands magick better than another, and so is able to call upon the phenomenon better than most. In the term of mechanics the Full Practitioner can make use of castings one Grade above the usual based on his STEEP in the K/S in question, and he gets a multiplier of x10 to the amount of Heka gained through the appropriate K/S. So a Mystic Full practitioner with a STEEP of 56 in Mysticism would get ten times the amount of Heka gained through Mysticism and be able to cast Grade 7 Castings as if they were Grade 6.
How is he a Full Practitioner?
That is a good question, and I don’t really know. All anybody knows is that the Full Practitioner has a sort of Quirk which allows him an especial insight into magick. That is, he has a special understanding. Sort of an enhanced Metaphysical Category where magick is concerned. But to actually become a Full Practitioner the Persona must learn how to use his Quirk or talent effectively, and for the most part it means getting the education and training in either dweomercræfting or priestcræfting he needs. At the very least tutoring from a more knowledgeable soul than he. Though some say that an education in the Areas of magick and/or religion will do the trick. As a matter of fact, I’m going to say that having Magick or Religion as a K/S area along with the K/S area the Persona will be using as the Area he has “Full Practice” in is what your Persona needs. So that having Religion and Combat, Hand to Hand, Fatal means the Persona in question is a Full Practitioner is any Combat, Hand to Hand, Fatal Castings that are available.
Now Which K/S Areas can have Full Practitioners?
That is up to the guide. And that comes down to which K/S Areas exactly can have Castings. C, HtH, F could have a casting such as Tremulous Strike available, a dweomer which amplifies the impact of a blow. But only if the guide says it can. Castings are not part of the K/S, then being a Full Practitioner in the Area is just not possible.
Requirements for being a Full Practitioner
So I’m going to say that the requirements for being a Full practitioner in Mythus are:
- The Persona must have either the Magick or Religion K/S Area in addition to the K/S Area in which he proposes to have Full Practice in.
- Have a Mental, Physical, or Spiritual Trait of 101+ depending on the K/S Area in question. So someone with the Engineering K/S who wishes to be a Full Practitioner in that Area who need to have a PTrait of 101+
- Make a roll against either Mnemonic, Muscular, or Metaphysical Power at a DR (Difficulty Rating) of Hard. A multiplier of 1 to the Power in question in other words.
Should he qualify in all three areas then the Persona is a Full Practitioner and so enjoys the benefits of being a Full practitioner.
That the above is all in your hands, you don’t have to adopt this, or adopt this as a whole. You’re free to take what you wish and discard what you don’t.
And note that the above will have an impact on your setting, for it makes magick a truly powerful thing. For Mythus, as I see it, is a high fantasy RPG, and that means that magick is going to have a strong presence in it. It also means that Full Practitioners are going to be found in all sorts of places. That teamster for instance, with his teamster magick and his preternaturally aware oxen. If this is the sort of thing that bothers you, then don’t allow it. If it gives you ideas, then play with it.