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Old 02-24-2018, 11:19 AM   #1
ecz
 
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Default priest and theologian

After we discussed about a number of things (some interesting, some less interesting) and assuming that Steve will decide for the best it's time to share our experience with the priest and theologian talents.


No doubt that Priest and Theologian were an half-attempt to bring the "theism" on TFT, or at least a way to introduce the deity dimension on the campaign. RAW obviously does not permit seriously to follow that kind of career and I think no PC spends 5 IQ points for ... nothing, but the two talents listed offer to the imaginative GM an excellent starting point.

here's how I handled them.

I created four basic Faithes (one for Humans, one for Dwarves, one for Orcs and goblinoids, one for Elfs and Halfings) each with its own list of holy days, commandments and rules that must be strictly followed (for example Dwarf clerics can never allow the destruction of underearth passages and tunnels, Human clerics cannot begin a fight and so on)...

Each Faith has 20 spells ( some spells are common to more Faiths ) all coming in two version: the Priest version (light) and the Theologian version (powerful).

Each cleric can holds in memory up to five different spells taken from his deity list that can be used once, or less than five spells that can be used up to five times in total. If the cleric has only the Priest Talent, he uses the light version, if he has the Theologian talent, he can use the powerful version.

After each use the spell is "forgotten" and the cleric has consumed one of his five "shots". The cleric can re-charge his memory only through prayers in a dedicated temple or shrine. Each full day of prayer allow to (re) memorize one spell of the spell list, or a second, third, fourth , fifth repeat of it, the cleric decides. After the required prayers he has his memory fully again until the next spell use.

clerical spells are rolled 3/IQ and does not cost ST. The cleric must be disengaged and can move up to one hex and still cast the spell. A successfull roll cancels the spell (or a repeat of it) until it is re-charged. A failed IQ roll does not cancel the spell, but for the next 24 hours the cleric cannot try again THAT spell (other spells still in memory are ok).

Clerics can also ask for divine intervention in desperate situations. Priests obtains the deity help rolling 3,4 on 3 dice. Theologian obtains the help rolling 3,4,5. One attempt per "situation" is allowed and no adverse effect happens if he fails the roll unless he rolls a 18, that means the deity is very upset...

also Priests have +1 reaction, while Theologians have +2 reaction in most cases. They have free access on any temple of their faith, where they can easily find a job as local Priest and live for free. Each full week in prayer and meditation is worth 2 exp points, each successfull spell in an emergency situation is worth 10 exp points. During holy days the clerics have special advantages (different bonuses per each religion).

The spell lists (different for each faith, but with several spells in common) contain all the divine incantations you can expect: heal wounds, summon angel, mystic flight, destroy undead and so on...

with these simple rules (really just one page plus the spells list ) almost any group of PCs had a cleric in it, something totally unthinkable with the simple talents of ITL.

and how did you use the Priest/Theologian talents in your games?
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Last edited by ecz; 02-24-2018 at 11:25 AM.
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