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Old 08-18-2012, 05:09 AM   #8
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default Re: Creating a Super Mage/Cleric

I'd go with the following ability from Pg 63 of GURPS Powers.

Modular Abilities: Divine Inspiration

With some of all of the following Limitations to bring the cost down:

-Pact: Code of Honor
-Pact: Disciplines of Faith
-Pact: Fanaticism
-Pact: Honesty
-Pact: Sense of Duty
-Pact: Vow (Like: Never Use Edged Weapons)

By strictly following the rules of your Religion (ie. actually playing a Priest) you can probably get 100 points in modular abilities for less then 100 points. You'd want to break these up into multiple slots.

And keep in mind that they abilities you buy can have limitations too (even the same ones!)
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cleric, healer, mage, magic, super


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