speaking of mage the awakening, how rules light are those games?
I was speaking of Mage: the Ascension.
Storyteller games, in general, are not 'rules light,' rather, they're based on the maxim "Bad rules make Good game." So they're, well, /bad/.
M:tA(scension), while the 1st edition was a beautiful, surreal mess, and the later editions less inspired, had the makings of one of the less effed up mechanics in storyteller history, reminiscent of the magic in Ars Magicka.
Also, our warlock is now a hexblade with the star pact. We didn't get much done due to me not being able to run any sessions because of a very snuggly and very exicted pitbull/boxer/german sheperd puppy coming over to my house and demanding that I stop doing everything related to D&D and pet her. I am very unsure about the hexblade. It looks good but I don't know if it works.
Wow, ADD chargen.
Seriously, though, in answer to that question, I've had a hexblade in my campaign for years, at 23rd, the player noticed the level felt kinda dead. He'd had few complaints up to then - though the whole implement-to-make-your-weapon thing threw him at first.
The goliath fighter wanted to take battlerager vigor but with the shaman that wouldn't be a smart move, according to the shaman player. This should be fun, I seriously doubt the spirits the shaman summons will be pleased with the hexblade. Spirits tend to dislike tentacled beings from beyond the stars, all that drooling and screaming and the slime tends to be......stubborn to get out of your carpet.
According to Dawn War Lore, the primal spirits aren't too accepting of Gods or Elementals, either. They're kinda the 'go back where you came from' types of the Prime Material. In general, though, your Source doesn't dictate your allies or your behaviors.