09-15-2016, 05:43 PM | #31 |
Join Date: Mar 2013
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Re: Adding Divine Favor to Banestorm
Note to self: Play female mage so that the mage-hunters can't track me down and stop me
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09-15-2016, 07:55 PM | #32 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Adding Divine Favor to Banestorm
Actually it just means the bracelets won't make you damp.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
09-16-2016, 01:49 AM | #33 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Adding Divine Favor to Banestorm
Looking at the list of Learned Prayers, there is no sample miracle that explicitly says: "You will get the answer to a theological question".
Furthermore, it could be argued that asking for a theological interpretation by one's deity means that the petitioner has doubts about their faith - which could very well weaken their Divine Favor abilities. For Yrth, I prefer it if the following is true: - The "living saints" (receivers of Divine Favor) must be genuinely devout people of their faith. - It is clear to outside observers that something happens in answer to their prayers, but it is not at all clear who or what answers. The living saints of course believe that it is their deity answers their prayers - because if they doubted that, they would receive no miracles. If praying, they might receive information about this world (a vision where the orc horde is approaching from, where the prisoners are located, and so forth), but no answers about the Great Beyond. - However, people from all sorts of different faiths have gained this power. The living saints either believe that people from the "wrong faith" are getting their powers from demonic sources (or other gods, if pagan), or are being ecumenical about this ("God speaks to all of us") and concentrate on doing good works (however they define it). Adding Divine Favor to the setting of Yrth doesn't mean that those who are able to receive it are "in the right" about their religion. They likely believe so, and so do many who witness them, but in the end it's best to keep "the Truth" unknown.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
09-16-2016, 01:53 AM | #34 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Adding Divine Favor to Banestorm
Quote:
While most Archbishops are likely still believers, the worldly burdens of this office make it very hard to maintain the "Simple Faith" these abilities require.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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09-16-2016, 05:57 AM | #35 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Adding Divine Favor to Banestorm
Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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09-16-2016, 08:56 AM | #36 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Adding Divine Favor to Banestorm
Quote:
The Healing spell Resurrection does exist in the setting, but is considered pretty heretical. A Christian (or Muslim or Jewish) "living saint" who manages to pull of a Ressurection will be viewed with a lot of suspicion by the Church authorities... although real world saints have also allegedly managed this feat. Thus, again, there is space for Divine Favor within the setting. To my mind, the more important question are: (a) Is there a player in the group who can actually pull playing such a "living saint" off? (b) Is such a player character suitable for the campaign? Because such a character will inevitably attract a lot of attention, and his actions and comments will shape the campaign to a much larger degree than those of a mundane priest, or maybe a powerful wizard who could pull off similar but mundane feats. If the campaign is about fighting some "great evil", then having someone with Divine Favor might be suitable. If it is more about typical "morally grey" adventuring, then it likely won't work - because the living saint is unlikely to compromise on their faith in order to accommodate the others.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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09-16-2016, 03:02 PM | #37 |
Join Date: Jun 2006
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Re: Adding Divine Favor to Banestorm
Which is a setting dependent advantage. Not so useful on Yrth, but rather valuable in settings where magicians melt on contact with water.
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-- MA Lloyd |
09-16-2016, 06:02 PM | #38 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Adding Divine Favor to Banestorm
Quote:
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09-16-2016, 10:45 PM | #39 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Adding Divine Favor to Banestorm
...okay, I missed that.
For Yrth, I'd probably stick to omens and other things that are vague to interpret, with better results if it sticks to questions about the "material world".
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
09-17-2016, 04:36 AM | #40 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Adding Divine Favor to Banestorm
Or it could be that everyone gets the answers appropriate to them. So Christians get Christian-type answers, Muslims get Muslim-type answers and who knows what the gnostics and syncretists get...
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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