So. True Names - show up The Mysteries, RoP:I, C&C and some others I can't recall. But nowhere have I seen any really definitive rule on how many True Names a PC knows based on his knowledge scores, and was looking for some guidance. I have some PCs with some Realm Lores that are high (Infernal Lore, Magic Lore of 6 and 7 respectively) who have been leafing through books and are all "Hey I want to summon something badass and do something awesome." both currently have a magical aligned version of the Summoning power from RoP:I that they were previously using for Demon hunting/killing.
Now, please do recall that this is a high power game I run, but I don't want to to be silly either. Unfortunately, as many already know a MM50 critter/spirit is ridiculously easy to deal with as RAW by PCs who are built right. Which they are.
In RoP:I there's a rule that a character can opt to learn True names at 5xp a pop instead of taking XP in the Ability. That's great if the PCs have been using this rule since day one... But I have not, having never had any inclination previously to look this stuff up.
I don't want to do too much of "It's a story!" to find out True Names, unless it really is something epic and awesome like a full Daimon or Titan that is an unstattable macguffin creature. We game 3 hours a week which is barely enough to do much of anything without even more sidetracks.
I do realize this is pretty much "do whatever you want" kind of house rule territory, but I really hate it when I'm either way too strict or give stuff out way too easily and then have to re-rule on a previous ruling I've handed out.
So, I'm wondering if I should limit the maximum might by the highest level of their ability? Should I give out True Names based on some function of their Ability score? i.e. # = A(A+1)/2 gives a pyramid value of names, but how should I then distribute the True Names across the various might scores?
The "They look them up in a library!" Just feels a bit wishywashy to me.
Any other suggestions/ideas would be awesome.