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Old 01-29-2011, 01:30 PM   #21
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Default Re: GURPS Powers: Divine Favor

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Originally Posted by dataweaver View Post
I'd handle it as a General or Specific Prayer. The blessed or consecrated item would be be paid for using Thaumatology's Devotional Enchantment rules (p.54) - in particular, Creating Character Points. Indeed, I'd rule that Divine Favor would be an acceptable substitute for Very Blessed for the purposes of Meditation, Holiness, or Study (p.53) in general.
I'll have to take a look at those solutions. I'd like to have some kind of crafting magic rules that interact Divine Power, allowing a militant religious order to produce everything from slightly blessed items, like the DP mentions, to powerful artifacts with earth-shaking, army destroying ability.
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Old 01-29-2011, 01:30 PM   #22
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Default Re: GURPS Powers: Divine Favor

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I'd handle it as a General or Specific Prayer. The blessed or consecrated item would be be paid for using Thaumatology's Devotional Enchantment rules (p.54) - in particular, Creating Character Points. Indeed, I'd rule that Divine Favor would be an acceptable substitute for Very Blessed for the purposes of Meditation, Holiness, or Study (p.53) in general.
I could get behind this, sure. Devotional Enchantment is basically the preferred way for religious types to make items without using spells.

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Would you allow for characters to buy prayers at full cost, in order to use them simultaneously with other prayers?
Absolutely. In fact, if you check the wording on Golem, it expressly allows this; there's no reason not to do the same with any other learned prayer.
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Old 01-29-2011, 01:33 PM   #23
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Default Re: GURPS Powers: Divine Favor

How about using Power Investment as a Prayer Talent - giving a bonus to the Reaction Roll?
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Old 01-29-2011, 01:45 PM   #24
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Default Re: GURPS Powers: Divine Favor

GURPS Powers puts Patrons on the list of Inappropriate Abilities for the purpose of receiving bonuses from a Power Talent; and Divine Favor is basically a dressed up Patron. So no, I don't think that it would be appropriate to apply Power Investiture to Divine Favor.
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Old 01-29-2011, 03:12 PM   #25
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Default Re: GURPS Powers: Divine Favor

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GURPS Powers puts Patrons on the list of Inappropriate Abilities for the purpose of receiving bonuses from a Power Talent; and Divine Favor is basically a dressed up Patron. So no, I don't think that it would be appropriate to apply Power Investiture to Divine Favor.
How ever GURPS Fantasy digress and use Power Investeure as a modifier of a Patron Reaction Roll in Man Proposed, God Disposes
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Old 01-29-2011, 04:18 PM   #26
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Default Re: GURPS Powers: Divine Favor

It doesn't in my copy. Clerical Investment, Religous Rank, and True Faith, yes; but not Power Investiture.
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Old 01-29-2011, 04:36 PM   #27
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Default Re: GURPS Powers: Divine Favor

I'm in love!

I want to combine Sermonize with whatever we get from GURPS Social Engineering.

The thing I love most about this is how it makes i much easier to point to a difference between a mage and a cleric. For too long, a cleric was basically "a mage with healing spells".
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Old 01-29-2011, 04:50 PM   #28
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Default Re: GURPS Powers: Divine Favor

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It doesn't in my copy. Clerical Investment, Religous Rank, and True Faith, yes; but not Power Investiture.
My bad, I misremembered Clerical Investment with Power Investiture.
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Old 01-29-2011, 05:04 PM   #29
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Default Re: GURPS Powers: Divine Favor

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I'm in love!

I want to combine Sermonize with whatever we get from GURPS Social Engineering.
Ceremonial prayers?
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Old 01-29-2011, 05:32 PM   #30
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Default Re: GURPS Powers: Divine Favor

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Ceremonial prayers?
*HISS!* Begone, foul creature! The whole point behind Divine Favor is that it isn't a matter of ceremonies; it's about establishing and maintaining a positive relationship with your God.

Incidentally, this means that a properly played cleric is going to be praying not just for fire support, but also for guidance: "let me know what you want me to do."
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