View Single Post
Old 02-12-2021, 08:50 PM   #10
timm meyers
 
Join Date: May 2020
Default Re: Priests, clerics and Deity

Quote:
Originally Posted by David Bofinger View Post
You might try some simple abilities for clerics, such as:
  • Blessings: roll n/IQ to give +1 for all rolls to a group of n characters.
  • Curses: roll n/IQ to give -1 for all rolls to a group of n figures.
  • Divine intervention: get a reroll.
  • Abilities equivalent to any spell that seems particularly clerical, e.g. Trance.
A priest get favour by doing things their god thinks good, and loses it by demanding things of their god? And when you run out you have to go on a quest for something the god wants.

Something like that.
I definitely think there is room for all sorts of added flavor to priestly types. This is my 3rd version and by far the simplest as the others contain similar mechanic as you stated.

I do think that in keeping with the simple idea you could modify spells to be more holy. Aid is a no brainer that if a cleric earned that spell it actually restores ST like a healing spell if desired. Trance like you said is actually a spiritual spell no matter how you look at it. Summon spells could bring a different or better skin such as angels or pantheon creatures.

I really like the group effects like you mentioned too as these are pretty iconic of the trope.
Here is a sample of some of the other older systems "spells". This approach warrants a separate set of rules for devotion and actions to gain and receive favor etc. Which would be comprehensive like Melee/Wizard but now I am just looking for something simpler that can be a skeleton for others to hang their ideas of deity on.

Benevolence
Devotion Points Effect(s)
1 Grace: Reroll any 1 die just rolled for any reason “against” the player or party. This will reroll a single die from a group of more than 1 and the player chooses which die to be rerolled.
1 Aid: Add a D6 to any attribute of the follower. Aid may be used for twice the cost (2DP) on other targets in site. The bonus lasts 2D6 turns rolled by the GM
2 Heal: Cannot be performed on the run or in combat etc. must be stationary and together. May heal 2D6 of wounds/fatigue/poison etc. damage from self and others. The total hits healed rolled may be divided as desired between multiple people/wounds (each separate person healed this way should add a turn of time etc.
2 Defense: Player gains immunity from any type of attack performed by one class/type of creature for 2D6 turns (GM roll). Player must declare a specific type and cannot say “mammals” but could choose “wolves”. They may alternatively choose 1 single target in site such as “the vampire sitting on the throne of dead bodies”. Note this only grants the follower immunity not their companions and only lasts a random number of turns.
4 Protection: Creates a barrier (invisible or visible) akin to a force field/ aversion up to a MMH from the follower that will protect all within from any 1 thing/creature/effect chosen when invoked. Must be specific as “defense” above but may include things such as “fire”, “gas” etc. This circle/dome of protection centers on the follower and moves with them. Effect lasts for 2D6 turns rolled by GM.
6 Exorcism: Remove the effects of a possession or control spell.
8 Resurrection: Revive any dead thing. The subject must be relatively fresh and not in a state of decomposition. If granted roll a D6 for effect. The result of the resurrection die is -1 for each 24 hours of death and any 0 or negative result = failure (or undead?!)
1=Stable and barely alive. St. is 1 and must heal as normal the rest of their st.
2= Weak and have 25% of their original strength and must heal the rest as above.
3= Fair and have 50% of original strength must heal the rest.
4= Winded and have 50% of original strength and the other 50% as fatigue
5= Fine and at full strength
6= Miraculous- at full strength all items and clothes fully restored and clean and gain a +1 to any attribute. The resurrected must now follow the God and is automatically a follower with a +1 piety level
16 Deliverance: The follower will be miraculously saved from some form of imprisonment, trap or deadly hardship. Anything from opening a magic portal that allows the follower to “walk” from prison to safety or a landside granting escape from the pit of death etc.
timm meyers is offline   Reply With Quote