Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-09-2016, 09:22 PM   #11
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: Moon Priests/Priestesses

eems like nobody's addressed the original question yet. I don't use special abilities like DF clerics have in my game, but I can take a stab at some from scratch based on your moon god's properties, related to

Moonlight
Resurrection
Protection, in specified instances
Wisdom
Change
Travel
Healing
From moon, may we infer tides?


Many of the DF special powers seem to have modest pricing, so I'll try to stay there:

Travel = Absolute Direction (PM -10%; 5)

Wisdom = Common Sense (PM -10%; 9)

Protection from demons = True Faith, and that's one of the standard ones, neh?

Protection on journeys = Afflict 1 (Advantage: Trivial Destiny to reach destination +10%, Permanent until destination reached +150%, PM -10%, Touch/Contact -60%; 19)

Tides = Control Water Level (Natural Phenomenon +100%, PM -10%; 19/lvl)

Healing = Healing with such modifiers as you feel appropropriate, such as Afflictions Only for infertility

Resurrection - guidelines are found in GURPS Powers, Cosmic Afflict Extra Life with one try, as I recall.

Moonlight. This should be more than a candle or torch. I'm thinking it should halve darkness modifiers over a large region, represented as the moon appearing, or appearing brighter. So this is a little out-of-the-box, but what do you think of Obscure 5 (reversed) as a Potential Advantage? In the worst case, absolute darkness, it relieves 5 levels of darkness penalty, but in torchlight, it removes only 1. As a special effect, the source of moonlight is high overhead, meaning that the volume is greater than normal, but the drawback is, any overhang will cast a shadow where the darkness isn't reduced - not so good for dungeon fantasy, I'm afraid. Base cost is 5pt for 2yd, hike it up to 512 for net 22pt.


EDIT: Judging by our respective forum posts, our GM styles are dissimilar. I run with low totals, which allows me to be blasť about abusive builds; I even encourage them. So for instance, if I were to use gifts like these in my campaign, I'd slap a -40% Gadget limitation on 'em (for the holy symbol) and make them alternate abilities, at the bare minimum. In any case, these are off-the-cuff; I haven't playtested anything.

Last edited by Gef; 09-09-2016 at 09:45 PM.
Gef is offline   Reply With Quote
 

Tags
clerics, divine powers, dungeon fantasy 7, forgotten realms

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:11 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.