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06-25-2016, 10:42 PM | #1 |
Join Date: Mar 2006
Location: Iceland*
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Power: Holy Light
A PC who is both a GURPS Magic style spellcaster and GURPS Power style wielder of various powers has flown into the divine light revealed as the astral shell of a dead god was punctured. As a result, he has gotten religion and a status as some sort of holy champion of Su'en (or Nannaru), the benevolent god of the moon. So far, the main theological themes appear to be the defence of the innocent and the cleansing of wickedness, primarily supernatural evil and curses.
I'm wondering how best to represent a power of being able to call on silver-blue moonlight without casting a spell. It could emenate from a palm, hand, wand, staff or the entire body of the PC and last as long as he chooses, without active concentration. The brightness ought not to be inferior to what he could easily replicate with Light and Darkness College spells for just a few FPs (he has Energy Reserve 70). The tricky part is that I want worshippers of Su'en (extremely small group, considering that the organised faith has been moribund for two millenia) to see the light at full brightness and beauty, probably getting a bonus to morale and Fright Checks within it. Those whose hearts are pure and souls are pleasing to Su'en (people with Charitable, Pacifism (Cannot Harm Innocents), Selfless, Sense of Duty and similar Disadvantages, as well as an absence of nasty mental traits) should in game terms get similar lighting effects, if not quite the same feeling of contact with divinity. Regular people should get half effects and those filled with cruelty or selfishness should see only a dim flicker. Manifestations of supernatural evil, possessed servitors or active and willing agents of it should see no light at all. What power do I want and do I use Enhancements or Limitations for this effect?
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06-25-2016, 10:51 PM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Power: Holy Light
Create Light with Accessibility: Half Power and a custom PM. Oh, and Non-Wounding, so, no lasers burning people.
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06-25-2016, 10:54 PM | #3 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Power: Holy Light
Quote:
Which is absurdly overpriced compared to using spells for the same purpose.
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06-25-2016, 11:50 PM | #4 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Power: Holy Light
Nope, energy is 1,000 x (level squared) kJ of work. For visible light, only 3 levels would be required to match search lights with a 3 mile beam visibility range (so they run on electricity, it's still the same amount of energy to produce the beam). This would cost [30] before any modifiers, and it should be more than enough to light up a small village.
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06-25-2016, 11:57 PM | #5 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Power: Holy Light
Actually you'd just need Create Visible Light 1 which is 10/level. See the Light spell in GURPS Thaumatology: Sorcery (p. 19) for more info.
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06-26-2016, 12:49 AM | #6 |
Join Date: Jan 2015
Location: Madrid, Spain
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Re: Power: Holy Light
It seems like your "divine light" wielder could benefit a lot of from the rules of Sorcery. He could have Sorcery with limitation "One College" (Light&Darkness spells) or "Two colleges" (L&D plus Healing) to get a big discount!
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06-26-2016, 11:13 AM | #7 | |
Join Date: Dec 2007
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Re: Power: Holy Light
Quote:
Last edited by David Johnston2; 06-26-2016 at 07:09 PM. |
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Tags |
divine power, forgotten realms, gurps powers |
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