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#21 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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eems like nobody's addressed the original question yet. I don't use special abilities like DF clerics have in my game, but I can take a stab at some from scratch based on your moon god's properties, related to
Moonlight Resurrection Protection, in specified instances Wisdom Change Travel Healing From moon, may we infer tides? Many of the DF special powers seem to have modest pricing, so I'll try to stay there: Travel = Absolute Direction (PM -10%; 5) Wisdom = Common Sense (PM -10%; 9) Protection from demons = True Faith, and that's one of the standard ones, neh? Protection on journeys = Afflict 1 (Advantage: Trivial Destiny to reach destination +10%, Permanent until destination reached +150%, PM -10%, Touch/Contact -60%; 19) Tides = Control Water Level (Natural Phenomenon +100%, PM -10%; 19/lvl) Healing = Healing with such modifiers as you feel appropropriate, such as Afflictions Only for infertility Resurrection - guidelines are found in GURPS Powers, Cosmic Afflict Extra Life with one try, as I recall. Moonlight. This should be more than a candle or torch. I'm thinking it should halve darkness modifiers over a large region, represented as the moon appearing, or appearing brighter. So this is a little out-of-the-box, but what do you think of Obscure 5 (reversed) as a Potential Advantage? In the worst case, absolute darkness, it relieves 5 levels of darkness penalty, but in torchlight, it removes only 1. As a special effect, the source of moonlight is high overhead, meaning that the volume is greater than normal, but the drawback is, any overhang will cast a shadow where the darkness isn't reduced - not so good for dungeon fantasy, I'm afraid. Base cost is 5pt for 2yd, hike it up to 512 for net 22pt. EDIT: Judging by our respective forum posts, our GM styles are dissimilar. I run with low totals, which allows me to be blasé about abusive builds; I even encourage them. So for instance, if I were to use gifts like these in my campaign, I'd slap a -40% Gadget limitation on 'em (for the holy symbol) and make them alternate abilities, at the bare minimum. In any case, these are off-the-cuff; I haven't playtested anything. Last edited by Gef; 09-09-2016 at 08:45 PM. |
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#22 |
Join Date: Dec 2007
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His model was patron of astrologers, so I'd suggest Oracle. Also Visible True Faith.
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#23 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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#24 | |
Join Date: Mar 2006
Location: Iceland*
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Is Visible an enhancement or limitation for True Faith? Where is it from?
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 09-10-2016 at 09:55 AM. |
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#25 | |
Join Date: Mar 2006
Location: Iceland*
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In any event, the sun and the moon do not appear to have been symbols of the male and female principle in Mesopotamia to the same extent as they were in Indo-European mythology. The male and female principle were instead linked to the sky and earth, respectively, much like various steppe peoples did. The name of the deity I'm using in my campaign* is Su'en or Sin in Akkadian, Na-an-na or Nanna in Sumerian. Nannaru is an appelation that means 'Lightbringer' in Akkadian, but also has an obvious similarity to the Sumerian name of the deity, which is likely to have contributed to the use of it among Akkadian speakers who still retained some Sumerian for liturgical purposes. It is tempting to have a role for my version of Su'en as a patron of boatmen, mariners and sailors among the Untheri** people. There isn't a powerful local god with that role at the moment and, in my setting, gods constantly compete for worship. Does anyone know whether the historical Su'en was associated with marine endeavours in any way? *It's set in a fantasy setting that is not Earth, but the people who worship Su'en were transplanted there a millenia ago from a place that was Earth or a very near analogue of Earth, taken as slaves by a portal-using civilisation ruled by powerful wizards. The deity is therefore based on our historical Nanna/Sin, but not identical to it, as the people and their culture have developed in ways that our history never allowed. **The people eventually established by the descendants of the Babylonian (and some other Mesopotamian) people taken in slavery many generations before.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#26 | |
Join Date: Jun 2006
Location: On the road again...
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#27 | |
Join Date: Jun 2006
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Incidentally one weird connection I found paging through a list of lunar and solar deities is that in addition being the Semitic moon god, the name Sin(a) is used for several Polynesian moon goddesses and spirits (possibly from a root meaning something like silver haired), see for example the Samoan myth on the origin of coconuts Sina and the Eel.
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-- MA Lloyd |
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#28 | |
Join Date: Jan 2006
Location: Central Europe
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No idea which gods and goddesses the people sailing to Dilmun and Meluha worshipped. We probably know for the West Semites, but they had another set of gods.
I would not do much with tides because there are not big tides anywhere that South Mesopotamians sailed (pretty sure that the Strait of Hormuz and the Chaldaean marshes have a similar effect to the Straits of Gibraltar). I seem to remember that the sea next to this country is an inland sea in the Realms? Quote:
The genders in Sumerian are personal (gods, women, ...) and impersonal (rocks, slaves, cattle, ...) and its easy to write divine names logographically as "storm god, sun god, ..." so sexing deities is not always straightforward. The logograms also encouraged equating deities in different places with each other.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#29 |
Join Date: Jul 2007
Location: West Virginia
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I may be late, but weren't gods of the moon linked to the themes of Fertility, Water, Shadows/Darkness, Spirits/Otherworld, Healing, and Time?
Given the Lunar crescent, wouldn't you arm them with bows and scimitars?
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Per Ardua Per Astra! Ancora Imparo |
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#30 | ||
Join Date: Mar 2006
Location: Iceland*
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Healing is at least a minor sphere of interest, given that Su'en responded to a prayer to save Rasul Khamsin Mubtasim (PC), when the divine light started to flay infernal gifts from his body, by granting Abadas (PC) the power to heal him at the cost of his own health. And then Abadas himself was miraculously healed from the edge of death, as a reward for his readiness to embrace selfless sacrifice.* Fertility, Water and Time haven't come up, in the same way. Shussel, the last city where Su'en was worshipped, is a port city and during its height, trade was the most important industry there. Even now, in the much reduced city, many of the inhabitants are ship-builders, longshoremen, bargemen and fishermen. Those who work around water still call on the names Enki and Nanshe for calm weather and good catches, Marduk for protection from Tiamat and her spawn and Sirsir for skill and wisdom in their boathandling. It's been a good long while since any of those responded, however. There is certainly room for a mate and/or some servitor deities under the auspices of Su'en to fill some of the vacant divine roles among the local pantheon. If not, interloper gods from neighbouring lands will move in and the Untheri pantheon will become just an ancient fable. The hilly ground, played-out mines and generally poor state of the irrigation systems around the city means that the environment is pretty far from that which gave rise to Ningal as the consort of Su'en. Ningal is a southern goddess and the rebirth of Su'en is happening in the northern part of Unther, in a climate closer to the mountainous parts of Iran than to the delta in Mesopotamia. Whatever being comes to be worshipped as 'Ningal' (lit. 'Great Lady'), the consort to Su'en, might lack associations with reeds and cow-herding in the marshes and instead have completely different aspects. She might take on the feminine aspects of the moon, connections to female sexuality and fertility and possibly prophecy and oracles. She might also be linked with Time. On the subject of Time, nine out of ten of the inhabitants of Shussel were taken by a mysterious fog some three years ago. The PCs met them on another plane of existence, formed into a crusading force by the name 'The Legion of Nanna-Sin'. I'm wondering if these three years should have passed at the same rate for the abductees as the people left behind.** *The reward also extends to the Healing power now being granted Abadas on a more permanent basis. **The main reason for deciding that it didn't being that it's difficult to justify effective archers if they have only three years to practice. Let alone mounted archers on flying beasts. Quote:
Bull-headed helmets with horns are also associated with Su'en. One unit of cavalry, at least, will wear horned helmets and wield axes. Archers are both appropriate and useful, but unfortunately, archers good enough to be worth anything on a battlefield are raised from a child, not trained. The Legion have had more than three years of intensive training under divine servitors. By the grace of their god, the abductees' Will and Charisma is about one standard deviation better than normal human levels and only very few of them escaped buying into some version of Code of Honour and Sense of Duty, so motivation and unit cohesion would be excellent. But their physical attributes are normal human levels, before training, with the average person having ST 10; DX 10 and HT 10.* Male and female muscle is equally strong, but women are smaller on the average and have less of their weight devoted to muscle compared to healthy males, so their ST averages 8 (upper body) / 9 (lower body). Those who had experience with bows for years before this, such as those who were archers in the militia, nobles with an interest in bow-hunting or sailors who carried bows for defence against corsairs, might benefit enough from a three year intensive training in archery to become valuable on the battlefield. As for those who had never held a bow before, I doubt that three years would be enough to make them into archers. Probably be a more efficient use of time if they focused on becoming spearmen or javelin-throwing skirmishers. You can teach the basic skills for that in months, leaving plenty of extra time to make them extraordinarily disciplined, well-drilled and proficient compared to other such units. *Being taken to what is for all intents and purposes Heaven and infused with divine energy did not grant super-strength or speed. It did, however, cure all diseases, nutritional deficiencies and degenerative damage to the bodies of the abductees, making them all extremely healthy and well-fed examples of their sex and age. Only the oldest people have less than 10 in physical Attributes.
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Tags |
clerics, divine powers, dungeon fantasy 7, forgotten realms |
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