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Old 01-06-2006, 03:27 PM   #21
Kuroshima
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Default Re: GURPS: Warhammer Fantasy Roleplay

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Originally Posted by Xuub
You are right about the Rune Magic. It was a bad idea and I sort of knew it as I was doing it. I will be re-working the Syntactic and Symbolic stuff from the Magic book to fit better with my idea of Warhammers Rune Magic.

As far as clerics, I'm not sure I understand your question. Yes, they can purchase Paths from default. They can cast any spell from a college Path their deity grants access to. Does that make sense?

Xuub
Well, on syntactic magic, and runes, AFAIR, runic items could do things thatweren't possible with "normal" magic items, and vice versa. None are superior to the other, just diferent, with a very diferent feel attached. Syntactic Rune Magic will give you that. Theorically, you still need magery, but I would call it something else (Runic aptitude, for example), and give it a limitator for not being usable except for making magic items. I would probably give it -40%based on the accesibility table in Powers.

As for clerics purchasing from default, it's only that it seems such a worse deal to purchase the coledge skills than to simply pump points into the core skill, that it's not even funy. 4 points can result in either the spells of a single coledge getting +1, or all your spells getting +1. I would probably limit the maximum default level to 14 as per Voodoo and Spirits.

Also, have you though at grafting the ritual magic system in Spirits into your game, for clerics? It has exactly the feel you're striving for, and it's diferent. The rules themselves can simply be added verbatim, I don't foresee any complications or unbalances. Of course, you could create diferent orders of clerics, or clerics of diferent deities getting diferent ritual magic paths (Elves get the nature path, the path of protection, and the path of healing...),... If you have a pramid subscription, I recomend this article, if only for the path of war: Ritualistic Kabbalistic Sephirothic Decanic Hermetic Magick

Of course, the article has nice ideas on how to add a more 'hermetic' feel to the ritual magic system, but they don't really fit the WFRP setting.
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Old 01-07-2006, 06:25 AM   #22
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Originally Posted by Kuroshima
Also, have you though at grafting the ritual magic system in Spirits into your game, for clerics? It has exactly the feel you're striving for, and it's diferent.
I understand what you mean now. You're right, it does seem broken for clerics to have such cheap magic. Those rules I had taken from Ritual Magic in the back of the Magic book. Maybe they should fix that...

I'm not familiar with Spirits and don't have access to Pyramid. This may change soon, but for right now, I was thinking of something like simply changing the advantage:

Warp Empathy 5 points for Warp Empathy 0
+10 points per level

A deity—god or demon lord—has empathized with you, and empowered you to cast clerical spells. This advantage comes in levels. You must purchase Warp Empathy 0 before buying higher levels. Those with Warp Empathy do not have Magical Awareness (see Warp Resonance).

Add your levels of Warp Empathy to your IQ when you learn spells granted by the deity. Each deity makes a select few of magic colleges available to each cleric. For instance, (Shallya, Goddess of Healing, allows access to the colleges of Healing, Knowledge, Protection, Light, and Water. Through this empathy with the deity and the warp, clerics are able speak a prayer and perform a small ritual which allows their deity to cast a spell through them. Clerics don’t technically cast the spell, the deity does. The rules governing magic however work as detailed in the GURPS: Magic book.

The more levels of Warp Empathy a character possesses, the stronger the connection to the deity and the more colleges of magic the character can learn spells from. As a character develops her Warp Empathy she may choose which colleges she will learn based on those offered by the deity. For instance a cleric of Shallya with Warp Empathy 2 may select any two colleges of magic from those Shallya offers (Healing, Knowledge, Light, Protection, or Water.)


Warp Empathy 0: You can learn to cast the Divination Spell.
Warp Empathy 1: As Warp Empathy 0 + you can learn spells from a single college granted by the deity.
Warp Empathy 2: As Warp Empathy 0 + you can learn spells from two colleges granted by the deity.
Warp Empathy 3: As Warp Empathy 0 + you can learn spells from three colleges granted by the deity.
Warp Empathy 4: As Warp Empathy 0 + you can learn spells from four colleges granted by the deity.
Warp Empathy 5: As Warp Empathy 0 + you can learn spells from all colleges granted by the deity.
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Old 01-07-2006, 06:35 AM   #23
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Default Re: GURPS: Warhammer Fantasy Roleplay

I would instead consider Warp Empathy to be the equivalent of power investiture, and thus allowing the clerics to get spells without prerequisites, at the cost of having their spell list restrictefd to the ones that the GM (that is, YOU) feels apropiate. Restrict the list to about 15-20 spells to avoid unbalances, and give them modular abilities with the apropiate limitations (spells only/preparation required/fickle/etc etc...) so they can chose which one to cast.

Still, last time I checked, Spirits now costs 9.95, so it's a real bargain!

As for Pyramid, well, 4th ed reduced the value of a pyramid subscription to me, but not that much.
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Old 01-07-2006, 03:19 PM   #24
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A sample Deity write up.

SHALLYA GODDESS OF HEALING AND MERCY

Description:
Shallya the Goddess of Healing, Mercy, and Compassion. Depicted in her Healer aspect as a young maiden with a healing touch and eyes brimming with tears as she takes on the pains and sufferings of her the Weak and Friendless. Also known in her lesser aspect of the Blessed Martyr, a mortally wounded girl who has interposed herself between the warrior’s spear and the defenseless mother and family

Shallya is the deity most concerned for the suffering of mortals. Through her healing skills, her intercession for the poor and powerless, and her opposition to warfare she tries to protect her flock from earthly perils. Through her example as loving and compassionate friend and companion, she hopes to guide man toward a more positive conception of life than the millennia of poverty, tyranny, persecution, and warfare of the Old World's history.

Symbol:
Shallya clergy identify themselves with the white dove, spread-winged in flight, sheltered in cupped hands, or marked with a splash of red blood on the breast, also by a stylized white heart with a drop of red blood, or by a maiden's face brimming with tears -- the "tears of Shallya." Laymen may identify themselves with these symbols displayed upon garments, ornaments, or walking staffs. Initiates and Priests wear modest white wool or linen hooded robes or tunic and trousers with the dove or heart motif on the left breast. They also may bear a staff featuring the dove or heart motif, and usually carry the distinctive Shallya shoulder satchel with healing herbs and medical supplies

Area of Worship:
Prominently worshipped throughout the Old World; particularly popular with urban poor.

Temples:
Practically every city, town, or village in the Old World has one or more Shallya temples or shrines. Initiates are trained in doctrine and the healing arts in cult schools in the larger cities and towns, then assigned to serve at a given temple or shrine. Shallya's is the most numerous clergy in the Old World, and the bureaucratic hierarchy is large and complex, but because Shallya is a poor cult, her clergy tend to be more idealistic, sincere, and naive than the all-too-worldly clergy of powerful cults like Sigmar, Verena, and Manann. St. Genevieve's Infirmary in Couronne is the administrative center of Shallya's cult; its temple is built over the miraculous healing springs there. Couronne's High Council of Shallya is the supreme authority of the cult, advised from time to time by the Congress of Healers, a deliberative body composed of Shallya clerical representatives from all over the Old World, which convenes at irregular intervals at the pleasure of the High Council.

Temples are built around a central courtyard, with a temple hall on one side and residences, administrative offices, and infirmaries arranged around the other three sides. Shrines are modest wood or stone shelters, designed to protect worshippers and travelers from the elements, with a sacristy and small altar for worship; similarly modest structures nearby serve as quarters for the shrine's attendants and as infirmaries at need.

Friends and Enemies:
Cordially allied with Young Gods cults, though fundamental doctrinal conflicts place Ulric and Myrmidia at odds with Shallya -- Ulric and Myrmidia are diplomatically polite since they rely on Shallya's healing for battle-wounded, but Shallya curses their brutal, destructive arts. Shallya priests have been known to deny healing to agents of "unjust wars," with fierce disputes with Ulric and Myrmidia over concepts of unjust war. Tolerant but critical of Ranald cult. Respectful of the Old Faith and Elder Race cults. Enemies of Dark Children and Chaos.

Holy Days:
There are no holy days, although it is customary for Old Worlders to make sacrifices to Shallya on the day of their birth.

Cult Prerequisites:
No person who has taken a Human life, even accidentally may become a cleric of Shallya.

Common Vows:

***Never kill another person.

***Always aid the weak, the infirm, the friendless, and the poor with whatever resources you have .

***Never deny your aid to one who earnestly invokes Shallyas name and protection.

***Always show mercy and compassion to your friends and enemies so long as this does not allow others to come to harm

***Always teach new people you meet about the word of Shallya and that man must never rob, nor abuse, nor slay his fellow man to find peace, love, and satisfaction on this earth.

Colleges of Magic:
Healing, Knowledge, Light, Protection, and Water.

Trials:
Trials for those who have broken a vow typically involve protection of the poor and needy from disease or hardship, like being sent to tend victims of the Black Plague or to minister to diseased fugitive Chaos mutants.
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Old 01-08-2006, 05:08 PM   #25
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RUNE MAGIC in GURPS: WARHAMMER

(feedback welcome!)


Rune Lore IQ/Hard
Everyone in the Old World knows that runes exist, and most people would accept that they work. However, most folk cannot tell the difference between a real rune and any other pictograph, sign, or fake rune that lacks magic. A character with the Rune Lore skill knows how to do this. A successful roll against the Rune Lore skill allows characters to read runes, identify magical runes, or activate magically imbued runes. Unless the character activating the runes is also the person who magically imbued them, they suffer a -2 per Rune being activated. (See Activating the Runes below.) Anyone can learn Rune Lore with proper instruction, however only those with the Unusual Background: Rune Master can imbue runes with magical energy.


Unusual Background: Rune Master 10 points
You possess the specialized training of a Rune Master. Although you are not able to tap the magical energy of the warp directly like a Wizard of Cleric, you are skilled at binding the mana of the warp into Runes. The 10 points it costs to become a Rune Master represent the intense and specialized learning which is highly guarded and prized by those who possess it.


6. Rune Magic

The art of Rune Mastery is the ancient and guarded skill binding magical power into Runes. Dwarfs are unsurpassed in this mystical art; their legendary Rune Smiths are known to have crafted some of the most potent items of power to grace the Warhammer World. However they safeguard their secrets jealously, even among their own kind. Often ancient Rune Lords will only pass the secret knowledge of his craft to his kin or close clansmen, not even other Dwarfs are entrusted with such prized wisdom. (See Dwarf Rune Smith Rank.) Other races however have learned the art of the crafting runes. Anyone with the Unusual Background Rune Mastery may imbue runes with magical power.

Each rune is a separate IQ based skill with the Rune Master advantage as a prerequisite. There is no default. Warp Resonance and Warp Empathy do not add to IQ for the purposes of Rune Magic. Rune magic is loosely based on Symbol Magic (GURPS: Magic p. 205).

The Runes

IQ/Easy Runes: Food, Sound

IQ/Average Runes: Communicate, Weaken, Strengthen, Move, Protect, Air, Fire, Image, Light, Plant, Water.

IQ/Hard Runes: Heal, Sense, Create, Control, Transform, Animal, Body, Earth, Magic, Mind, Spirit.

Runes can not be used spontaneously. Each spell must be prepared well in advance and must be inscribed on an item. The Runes listed above include Nouns and Verbs, when a Rune Master wishes to prepare a spell; he selects the Runes he wishes to use in much the same way that words are strung together into sentences. For example: A Rune Master creating a spell to “walk on air” might phrase the runes “Move through Air” or perhaps “Move Body on Air”.

Rune Mastery can be used in two ways; Rune Scrolls or Rune Items

Rune Scrolls
The quickest and easiest way to use Rune Magic is by creating a Rune Scroll.

To successfully create a Rune Scroll characters must succeed in a roll against the lowest Rune skill level amongst the Runes being used. Every casting requires at least two Runes to be combined. Success on the casting roll results in the Runes being properly created, failure means the scroll or item is destroyed, and critical failure merits a roll on the Critical Spell Failure chart. The Rune Master must detail the Effects and Duration of the spell before rolling to create the scroll. Rune Magic can never be canceled or maintained after activation. Once the scroll is activated the spell happens exactly how the Rune Master prepared it.

Scrolls do not necessarily need to be written on parchment although they often are. In fact the small tokens of wood or stone which come to mind when one speaks of “runes” can also be considered a “scroll” for the purposes of the Rune Scrolls. Regardless of the material used, Rune Scrolls are destroyed as soon as they are activated (see Activating the Runes below). Someone watching might see each Rune shine brightly then slowly vanish as its being read. The scroll burns up, tokens crumbles to dust, etc.

The time required to create a Rune Scroll depends on the runes being used. The time for each rune included in the Rune scroll is added together.

Easy Runes: 20 minutes
Average Runes: 40 minutes
Hard Runes: 60 minutes

For example: A Create Fire scroll would take 1 hour and 40 minutes to scribe.

Rune Items

When two or more Runes are inscribed in a permanent fashion, a magical item is created. It can be activated as many times as necessary (see Activating the Runes below). This method is good for swords, staves, doors, etc. Several successful rolls are required to craft the item; one roll for each Rune inscribed, and one roll against a skill appropriate to the material being used—usually Smith, Armory, or an Artist skill.

The roll is made at the end of the creation process. Success on the casting roll results in the Runes being properly created, failure means the r item is destroyed, and critical failure merits a roll on the Critical Spell Failure chart. The Rune Master must detail the Effects and Duration of the spell before rolling to create the item. Rune Magic can never be canceled or maintained. Once the item is activated the spell happens exactly how the Rune Master prepared it.

The time required to create the item depends on the effect. Use all the items in GURPS: Magic as examples. Crafting the item and inscribing the runes will take as much time as it would normally take to enchant the item.

Rune Masters must also choose if the Rune Lore is required to activate the item or if it works like a normal magic item. If a successful Rune Lore skill must be used each time the item is activated, then the time required to create it is halved!

Activating the Runes

Anyone (not just Rune Masters) making a successful roll against Rune Lore can activate a Rune Scroll or Rune Item. It must be held and the character must spend one round of concentration to activate the runes. The roll is made at the beginning of the characters next turn. If the roll succeeds the person activating the Runes must pay the appropriate energy cost and the effect is triggered. A critical failure on the activation roll causes 5d damage to the item which may or may not destroy it.

If the person activating the Runes is not the person who inscribed them they suffer a -2 penalty to the activation roll per Rune in the inscription. Since all Rune Magic must contain at least 2 Runes, the minimum penalty to this roll is -4.

If the person activating the item or scroll is also the same person who inscribed it, then the Runes are easier to activate. The energy cost for activation is reduced by -1 for each Rune in the inscription which the caster knows to skill level 15 or higher.

Rune Energy Cost

The energy required to activate Rune Magic depends on the number of runes being used as well as the effect and duration inscribed by the Rune Master who created the item. To determine the cost add Effect + Duration (+1 for each rune used). Remember at least two Runes must be added together when using Rune Magic.

Rune Cost
***1 for each rune used for the spell (2 minimum)

Effect Cost
***If a spell causes damage instantly (like a lightning bolt) the effect cost is 1 per dice of damage.

***If the spell causes damage over time or heals damage (like a Minor Healing or Puissance) the effect cost is 1per point of damage.

***If a spell causes another effect, the GM decides the cost based on how big of an effect is intended. Effect cost can never be less than 1 .

Duration Cost
Duration cost varies depending on how long the Rune Master who created the item intended that the effect would last once the Runes were activated. Rune Magic can never create an effect lasting more than about an hour, however in the case of Rune Items the effect can often be re-activated.

Duration...........................Energy Cost
***Instantaneous.........................0
***Temporary (1 minute)..............1
***Lasting (1 to 60 minutes).........2

Example:
A Rune Sword that has been crafted to grant a temporary +2 points of cold damage (Weaken +Body + Cold) when the runes are activated would cost 6 energy (2 for the effect, 1 for the duration, and 3 for the three Runes.

Example:
A Rune Scroll imbued allowing the activator to throw a 4d6 ball of fire (Create + Fire) would cost 6 energy (4 for the effect, 0 for the duration and 2 for the two Runes)

Example:
A suit of Rune Armor has a horrific set of Runes inscribed on the chest. When activated, everyone seeing the wearer of the armor instantly suffers the incredible urge to flee in terror. (Control + Mind) The game master decides that this particular effect is about a 2. The cost to activate these Runes would be 4 energy, except that the wearer of the armor is also the Rune Master who inscribed the Runes and he has a skill of 17 in both his Control Rune and Mind Rune, therefore his final cost is 2 energy. (2 for the effect, 0 for the duration and 2 for the two Runes and -2 for his high skill with the runes)
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Old 01-09-2006, 03:39 PM   #26
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I'm not sure if these are useful for folks so I'll post a few. I've got my GURPS: Warhammer conversion nearly complete at about 100 pages. Here's a few of the deities:

ADAMNAN-NA-BRIONHA THE LORD OF THE DANCE

Description:
According to the Elf Songs, Adamnan-Na-Brionha was born in the mists before the dawn of time, of a union between the forces of Sound and Motion. The Wardancers hold that he is The First Being, whose dance structures the universe. He is also known as The First and The Lord of the Dance.

Adamnan-Na-Brionha reflects two seemingly contradictory aspects of life -- the joy of dance and the fury of righteous slaying. He appears as a mighty elf, whose left-hand side is slender and graceful, and whose right hand side shows the massive muscles of the mighty warrior. His face is also split between an expression of transcendent bliss and one of eye-popping fury.
The Wardancers believe that it is their fusion of war and dance that provides the earthly interpretation of their divine patron's cosmic manifestation.

Symbol:
A flute held in a clenched fist symbolizes Adamnan. Devotees of the Lord of the Dance usually adopt one of the flamboyant Wardancer hairstyles, and in addition must wear the deity’s symbol either as a pendant or a pair of earrings. Their left ear holds a tiny flute, often worked in silver, while the right is home to a clenched fist, usually worked in gold. Wardancers wear typical Wood Elf garb in inclement weather, but prefer to travel and fight with bare upper torso and legs.

Area of Worship:
Revered by Wood Elves in the Old World, worshipped primarily by the fanatic minority called Wardancers.

Temples:
The organized trappings of most religions are alien to these free-living elves, and formal temples are not used. Adamnan is to be worshipped in the heart, not tied to any one place. Like other Wood Elf cults, however, cultists respect the groves, stone circles, megaliths, barrows, and other ground sacred to the Old Faith.

Friends and Enemies:
Alluminas has little to do with the majority of religions - their weak stance against chaos makes them next to useless in the struggle against it and hence not worth his attention. He is hostile to the gods of chaos (especially the traitorous Obscuras, who turned away from law to rule over his own dark shadow realm) and has friendly relations with the other law gods.

Holy Days:
Specific dates hold little meaning for cultists; there are no specific holy days. Events and actions are important, hence dancing, rightful slaying, training, and testing and initiation of new Wardancers are all held to be sacred events when performed with the proper spirit and attitudes. For those versed in the higher mysteries of Adamnan, each action, no matter how trivial, forms part of the Dance of Life, and every new experience is to be savored as of equal significance, regardless of the apparent drama or tedium of the experience.

Prerequisites:
This cult only allows Wood Elves with at least one level of Wardancer Rank.
Skill: Theology

Vows:
Always enter combat with joy and righteous anger and fight with athletic elegance (-2pts)
Never kill in a mean-spirited, cowardly, or inelegant fashion (-2pts)

Colleges of Magic:
Air, Animal, Healing, Movement, Sound.

Trials:
Typically involve dealing with creatures that has shown disrespect for the honor of the Elf race -- for example, goblinoids encroaching into a Wood Elf forest, or Human woodcutters daring to invade the deeper forests to cut down the lornalim trees. The style and spirit in which a trial is undertaken is at least as important as the outcome.
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Old 01-09-2006, 03:40 PM   #27
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ALLUMINAS MASTER OF LIGHT, LORD OF ENLIGHTENMENT
Description:
Alluminas, esoteric brother of Arianka and Solkan, embodies a pure, unchanging light which renders anything it strikes unmoving and unchanging, and the idea of total divine enlightenment. His worshippers are few in the Old World, but his center of worship lies in the far eastern states of Cathay and Nippon, where he has several monastic orders, the Monks of the Light(or 'White Monks'(Unusual Background and Trained By a Master will allow a player to create a monk character and learn Martial Arts. Nipponese worshippers know Alluminas as Annu-Minato.

Whether in the Old World or the Far East, worshippers of Alluminas all share one thing, the search for the Enlightenment, which is oneness with their master. They study the scriptures of Alluminas as set out in his holy book (the Alluminamus), meditate to strive for oneness in spirit and follow the Fourfold Path: through Thought, Meditation, Dedication and Understanding comes, ultimately, divine Enlightenment.

Symbol:
Alluminas' chief symbol is that of a four-spoked wheel, representing the Fourfold Path. A less common symbol, but one more popular in the west, is that of a candle.

The White Monks wear white robes with the four spoked wheel embroidered in gold on the left breast. Old World worshippers usually wear the symbol of the candle somewhere on their clothes or carry an amulet bearing the symbol, but generally not in plain sight.

Area of Worship:
Alluminas has very few worshippers in the Old World and the vast majority of his cult is made up of the White Monks of Cathay and Nippon, who know him as Annu-Minato and whose monasteries can be found in the mountain foothills. Even in the Far East, however, he has relatively few followers and monasteries, due to the strength of the cult of Tzeentch (the strongest of the chaos cults in Cathay and Nippon, where he is known as Lord Tsien-Tsin). Alluminas also has a few followers, who travel the world, seeking out chaos, although little else is known of the 'Wanderers' (as the White Monks call them).

Temples:
Alluminas has no temples or public shrines in the Old World and worshippers generally maintain shrines in their homes. In Cathay and Nippon, temples or shrines are built as part of the monasteries. The White Monks have one head monastery (housing the main temple) and a small number of smaller monasteries who maintain subsidiary temples or shrines.

Whether small shrine or large temple, worship areas consecrated to Alluminas are simple and uncluttered. The focus of the room is a wooden table, covered with a white cloth that is often embroidered with one of Alluminas' symbols. On the table is a candle, which must always remain lit - if it is allowed to go out then the temple/shrine must be reconsecrated to Alluminas before it can be used again. Beside the candle lies the Alluminamus.

At the heart of each monastery, next to the temple or shrine to Alluminas, is the Hall of the Ancestors. This great and wondrous place contains many statues, the forever preserved bodies of those who have achieved total enlightenment and left the confines of their mortal bodies to join Alluminas in his divine realm, the statues of the Enlightened. Occasionally, when a monk reaches a state of almost total understanding, he feels the Call of the Ancestors and makes his way to the hall, where he meditates before one of the holy statues. He enters an almost unbreakable holy trance and his physical needs (food, drink, etc.) become ever smaller, until the monk (after a long period of meditation) becomes perfectly enlightened. He will be commanded to take up his place with the other statues, and will then be struck by Alluminas' heavenly light. His body will become frozen as it is, ever preserved, and his spirit will join with Alluminas in his divine realm, becoming a Seraph: a lesser demon of Alluminas.

Holy Days:
Alluminas' main holy days are the spring equinox and Summer solstice, while the autumn equinox and Winter solstice are lesser holy days, as are days when Mannslieb is full. Vigils are held on the nights when Mórrslieb is full to ward off chaos.

Friends and Enemies:
Alluminas has little to do with the majority of religions - their weak stance against chaos makes them next to useless in the struggle against it and hence not worth his attention. He is hostile to the gods of chaos (especially the traitorous Obscuras, who turned away from law to rule over his own dark shadow realm) and has friendly relations with the other law gods.

Prerequisites:
Skill: Meditation
Skill: Theology

Vows:
Seek the true path of enlightenment and oppose chaos and change, regardless of the sacrifices they have to make.(2 pts)
Spend at least six hours a day in meditation to Alluminas and follow the Fourfold Path. (-5 pts)
Abstain from the consumption of alcohol or other drugs, and from sexual activity. Such things divert the mind from the primary task of seeking enlightenment. (-2pts)

Colleges of Magic:
Body Control, Healing, Knowledge, Movement, Protection and Warning.

Trials:
Trials to Alluminas usually involve long periods of meditation (a number of hours equal to twice the characters' Fatigue). Trials involving actively seeking out chaos are less common, as they interrupt the quiet life that aids enlightenment. Other possible trials include opposing some of the changes that characterize human society and development (e.g. opposing the clearing of a forest or the construction of a large building).
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Old 01-09-2006, 03:42 PM   #28
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ARIANKA GODDESS OF LAW AND DISCIPLINE
Description:
Arianka, sister of Solkan and Alluminas and consort of Solkan, is the embodiment of law and discipline. In the distant past, Tzeentch, changer of the ways, saw Arianka as a great threat to his plans and imprisoned her in a crystal coffin which can be opened only by a set of keys, hidden somewhere in the world but whose whereabouts are unknown. Many Old Worlders believe Arianka is nothing more than legend.

One legend tells of how Arianka forged Laihtendrung, her crystal sword, out of a special magical crystal that shone with a soft Inner Light. The tale claims the substance, called Laihtero crystal, was created as a reaction to the existence of the solidified chaos known as Warpstone, and that its' properties are such that it produces an aura of stasis around it, that nothing changes as long as the crystals' soft light is shining on it. No such crystals have ever been found, however, and the tales are largely believed to be nothing more than that.

It is also said that Ariankas' legendary coffin is made of Laihtero crystal, locking her in the stasis field thus generated around her. The legend surrounding her does not make clear how her captor trapped her thus, but the coffin is said to lie in Praag, Kislev. Ariankas' followers are dedicated to the search for the keys that will free her from her imprisonment.

Symbol:
Ariankas' symbol is her crystal sword, Laihtendrung, with which she is said to dispense her punishment. Cultists believe that on the day of her release she will take up Laihtendrung and join Solkan in taking revenge upon the chaos god who imprisoned her.

Area of Worship:
Members of the cult come from all over the Old World, but are few in number, and tend to come from the south of the Old World. Local cults in a particular area generally get together with others on Ariankas' holy days to meet in prayer and discuss any leads found in the search.

Temples:
All Ariankas' old temples have long since crumbled to ruins. Few cultists are willing to give up the quest for the keys to oversee the rebuilding of the temples, and, where a cultist has been willing to do so, the new temples have reportedly collapsed on placing the last brick/stone. Services are usually held in shrines set up in cultists’ homes or property bought by the cult for the purpose.

Holy Days:
Holy days are the first and last day of each month and since her imprisonment, the day believed to be the anniversary of her imprisonment is also held holy.

Friend and Enemies:
The cult is contemptible towards the majority of Old World religion, because its' weak stance against chaos, but Ranald in particular is an enemy for his constant belittling of authority. Not surprisingly, The cult is vehemently hostile to the chaos gods. Relations are friendly with the other gods of law.

Prerequisites:
Skill: Law
Skill: Theology

Vows:
Always attack chaos and its' minions whenever they are encountered. (-2 pts)
Never let a crime go unpunished. (-2 pts)
Never pardon others who question or disobey an order from a superior, or do so yourself. (-2pts)
Never break the law, except where allowed by Ariankas' scriptures. (-2pts)

Colleges of Magic:
Before imprisonment, Arianka granted colleges of magic like other deities. Being currently imprisoned, however, Arianka has no power to grant magical aid to clerics.

Trials:
Trials to Arianka are never set, as the quest for the crystal keys and coffin is considered too important. Were Arianka not imprisoned, a typical test might be to thwart a group of criminals that were currently evading the authorities.
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Old 01-09-2006, 03:43 PM   #29
Xuub
 
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Default Re: GURPS: Warhammer Fantasy Roleplay

ESMERALDA HALFLING GODDESS OF HEARTH AND HOME


Description:
Esmeralda is the patron of the hearth and. In Halfling lore, it is Esmeralda who gave the gift of cookery to Halflings. Normally, Esmeralda is depicted as a plump and matronly Halfling with a perpetual smile and wearing a flour-covered apron.

Symbol:
Esmeralda’s symbol is a triangle over a horizontal line, representing the home and also the flame rising from the hearth. Clerics wear ceremonial aprons with this symbol.

Area of Worship:
Esmeralda is worshipped by Halflings throughout the Old World. She is particularly venerated by those Halflings who are employed by Humans as cooks.

Temples:
Typical for Halfling cults, the cult of Esmeralda has no shrine, temples, nor organizational structure as such. Instead, Esmeralda is venerated in any kitchen where a Halfling works. Commonly, a small statuette of her is kept in a prominent place in the kitchen, such as a mantle-shelf. This placement enables Esmeralda to "see" the running of the kitchen and ensuring that dishes do not spoil.

Friends and Enemies:
Friendly with all other Halfling cults and the cult of the Earth Mother. Good relations with the cults of the Young Gods and Elder Races. Revulsion towards the Dark Children, Humanoid Demonic, and Chaos cults.

Holy Days:
The main festival to Esmeralda is Pie Week (1 - 8 Erntezeit on the Imperial calendar) in which the fruit harvest is celebrated. The week is spent making (and eating) pies, puddings, cakes, and jams. So absorbed are Halflings in the festivities that it is nearly impossible to get them to do anything else during this festival.

Prerequisites:
The cult is open to all Halflings.
Skill: Cooking
Skill: Theology

Vows:
Always provide food to the hungry. (-2 pts)
Only use cooking utensils to prepare meals and desserts, never for any other use. (-1 pt)
Ale must be enjoyed to its fullest, watered down is not acceptable. (-1 pt)
A minimum of three square meals must be eaten each day. (-2 pts)
Always relax after a meal, strenuous activity is not conducive to proper digestion. (-1 pt)

Colleges of Magic:
Animal, Food, Healing, Plant, and Water

Trials:
Trials set by Esmeralda generally involve great feats of cooking or obtaining rare and exotic ingredients.
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Old 01-09-2006, 04:23 PM   #30
naloth
 
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Default Re: GURPS: Warhammer Fantasy Roleplay

I like conversions, but you're posting mostly background material not rule changes. I would reference background and stick to just posting rules.
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