06-17-2010, 10:56 AM | #11 | |
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
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Re: Keep On The Banestorm?
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In Yrth, power that results from someone's faith usually manifests as distinct powers written up as Advantages, carrying the Pact limitation requiring Disciplines of Faith for their religion. D&D-like powers would typically also require a holy symbol. If a player chooses to write up a cleric, he'll have a list of divine abilities. You will have to rewrite his power list in GURPS terms. Sanctity can be irrelevant if you simply don't give the powers the "Divine, -10%" modifier, or treat Yrth as normal-sanctity throughout, or as non-sanctified but giving the cleric two "free" levels of Sanctity Enhancer for his personal space. (Parting gift from his god -- he is the first Messenger of his religion to Yrth, after all!) Of course, if his religion is already known there -- if he worships the Greek gods, for instance, or is willing to accept the Eternal as a manifestation of whatever concept he is devoted to -- then simply switch allegiances and call him good to go. Do you own GURPS Banestorm? A lot of your questions are answered there, like how different countries treat nonhumans, what sort of power religion has, and what religions are known there. |
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06-17-2010, 11:47 AM | #12 |
Join Date: Dec 2007
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Re: Keep On The Banestorm?
Nope. While I'm not current with D&D, when I was, going into a Spelljammer sphere or a Ravenloft domain where their god didn't have a presence could really mess up a cleric. Either they wouldn't be able to recharge, or they'd find themselves tapping into a different god, sometimes with a different alignment who would pretty quickly cut them off.
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06-17-2010, 11:54 AM | #13 | ||
Join Date: Dec 2007
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Re: Keep On The Banestorm?
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06-17-2010, 12:59 PM | #14 | |
Join Date: Dec 2009
Location: Vancouver BC Canada
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Re: Keep On The Banestorm?
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Read the section on Clerics and Deities (p61-62). It explicitly points out that the ordination will imbue the cleric with divine powers, but beyond that, the deity plays ZERO role. "What you do with your powers once you are ordained is up to you, although if you flagrantly and openly defy your deity’s tenets, you quickly earn the enmity of the faithful." This makes it fairly clear that a connection, access to or other action of a deity is not necessary for divine powers. Paladins work the same way. "Once initiated, the paladin is a paladin forevermore. How justly, honorably, or compassionately the paladin wields those powers from that day forward is up to him" I don't see that moving to a different world would affect these at all. The divine character has been imbued with the power personally, it's not an external force.
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06-23-2010, 01:20 PM | #15 | |
Join Date: Aug 2004
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Re: Keep On The Banestorm?
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Building these into powers is what I call extremely out of budget range. My suggestio: Use DF's cleric build and change the clerical spell list to include D&D type spells. Model after existing similar GURPS spells for FP costs, if not applicable, 1 FP per 2 levels of the spell seems good.
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banestorm, ideas to share |
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