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Old 10-07-2023, 08:43 AM   #12
Jpot
 
Join Date: Apr 2023
Default Re: Priests, clerics and Deity

I'd like to hear thoughts on the following Cleric stuff:

I think a lot of people here resort to "hey it's just magic" and end up dismissing a myriad of great storylines, character play, and interesting situations.

The drama of having a pantheon or pantheons of gods active in your TFT world, how it affects the profession of Cleric and those they interact with in that world, is profound.

Watch the Dungeon Craft Youtube channel on Clerics.

I admit, I grew up playing BECMI/Mentzer D&D, then later AD& D, in the mid-80's as a young kid. I had heard of GURPS in catalogs but never came across TFT as it was already If I had, I'd have loved it. Because I loved Homer's epics and read The Mighty Thor comic, I had an acute interest in the various myths from the Greeks, Norsemen and elsewhere. Therefore I loved Deities & Demi-Gods (later Legends & Lore) as it put a mathematical number on the strengths and powers of the personages I knew so well. (It's also how I found Fafhrd & The Grey Mouser.:) Manual of the Planes was also a volume from that game I read over and over.

Anyway, I digress. I came across this build-out for a TFT Cleric at the link below. Maybe it's author hangs out here, and it's already been posted. If not, I don't have his name but wanted to give him credit. Obviously, Cleric profession of a sort under TFT rules requires a bit more background work from the GM. I don't prefer to set my games in a "Cidri".
https://sites.google.com/site/fantas...lerical-powers


REQ: Priest skill (2) and holy symbol.

Priests must chose to be Heroic or Wizards.

Heroic priests get skills and divine magic at normal prices and Magic spells as 3x cost.

Wizard Priests get Divine and Magic spells at normal cost and skills at 2x cost.

Divine Spells

Detect Evil IQ9 1 ST

Detects the presence of Evil creatures within 2 megahexes of the casters megahex. Requires contact with holy symbol.

Heal IQ9 1 ST+2/1 ST

Removes damage (not FAT) from the body of the touched subject, exchanging 1 wound for each 2 ST expended. Requires use of holy symbol.

Repel Evil IQ10 3 ST + 1 ST/turn

As the MegaHex Avert wizard spell, but only effects evil creatures. Requires holy symbol.

Bless IQ11 3 ST + 1 ST/turn

Acts as a Luck spell, +1 to all rolls. Target must be touched to activate and remain in line of sight of the caster. Requires holy symbol.

Greater Heal IQ12 1 ST + 1/1 ST

As the Heal spell but replaces wounds (not FAT) for STR at a 1:1 cost. Requires Holy Symbol AND Theology skill.

Resist Evil IQ13 2 ST + 1 ST/turn

As Stone Flesh spell but only works against evil

Destroy Evil IQ14 All ST?

As Death Spell, IQ 16, but only works against evil creatures. Requires holy symbol and Theology skill.

Smite Evil IQ15 2 ST +1 ST/turn

Increases the damage done by the target against evil creatures by +2.

Exorcism IQ16 50 ST

Will remove and maybe destroy an evil being from the inhabited body. The target must be pinned and helpless to resist. Requires holy symbol and Theology skill and 1 hour.

Holy Fire IQ17 4 ST

As a 7 Hex Fire spell, doing double damage vs evil.

Revival IQ18 50 ST

As wizard spell, requires Theology skill

Restoration IQ19 10 ST

Heals all of the targets wounds (not FAT) completely. Requires Theology skill.

Resurrection IQ20 50 ST

As Revival spell but can bring back a corpse upto a week old. Requires Theology skill.

A priests Holy Symbol has the following innate enchantments, counting as one enchantment.

Detect Evil by touch, 1 ST

Detect Evil magical casting with 2 mega hexes

Counts as a Mace vs evil creatures, doing +1 damage. Must know how to use a Mace.

Can SLOW all evil creatures within a single adjacent megahex on a successful IQ roll. A critical roll will count as a STOP. Lasts one round only, must be re-tried each round, 1 ST per attempt. More powerful evil may resist this effect.
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