10-22-2022, 08:34 PM | #1 |
Join Date: Jul 2021
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Gaming Ballistic's Hand of Asgard Sun god
Anyone with Gaming Ballistic's Hand of Asgard know if there is a sun god present in the book? I really like the treatment of holy powers and abilities. It is sort of based on viking flavored setting but is fairly generic so you can just use the appropriate god of whatever in whatever setting you want. However I am not finding a sun god, I want to use for one of the Delvers to Go character Miriam Suntemple. I think she should be a follower of a sun god.
I really like the clerics and holy warriors capabilities presented in Hand of Asgard as they have some distinct differences based on whichever deity you chose to follow. They also have some really interesting power ups -- advantages and skills. I really wish they had a book that had similar treatment for Druids, Barbarians, and Scouts. Especially Druids! Last edited by restlessgriffin; 10-22-2022 at 11:36 PM. |
10-23-2022, 03:59 AM | #2 | |
Join Date: Apr 2013
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Re: Gaming Ballistic's Hand of Asgard Sun god
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As for additional power ups et al there is Dungeon Fantasy Denizens: Barbarians and DFD: Swashbucklers (with Thieves due soon-ish), as well as Dungeon Fantasy 11: Power-ups obviously. |
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10-23-2022, 10:45 AM | #3 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gamng Ballistic Hand of Asgard Sun god
The Norse did have Sol and Manni (sun and moon), but they seem to both be more personifications of events (the cycles of day and night) than doing much else.
Sol was described as incredibly fair (beautiful), and given the cyclic nature of her tasks, placing Sol as an aspect of the Lady of Life (Išuna) would make sense. I would look at the spell lists for Lady of Life and Queen of the World, probably using the Lady of Life as a base. Start at the HIGHEST Power Investiture (Sanctuary), and ask "is this thematically appropriate to stay where it is, shoudl it be harder or easier, or replaced?" So PI 6: Sanctuary. Not bad, but are there other PI5 or PI6 spells that might be more sun-themed? Spark Storm (PI5) might work well; the fact that daytime is considered safe and "good" means PI6: Sanctuary might be the best case. Then go down to PI5, and do the same thing. The trick here is that if you ADD a spell, TAKE ONE AWAY. This can be done with a swap or a substitution. But an example: Sunbolt. Seems really obvious that Sol should have Sunbolt. And be darned sure ALL of the light and darkness spells are on the list. That's the place to start - what spells should be there, and aren't? Substitute those. Then consider Power Investiture level. Some might be easier, some harder, based on the influence. Light and darkness spells should be right there front and center for this sect, as well as a lot of air and movement, even weather. Fire? Probably. Water and Earth? Maybe not so much. That sort of thing. Those spell lists are time consuming to build, but the result provides a lot of flavor. Finally, you'll probably want to create two to three Holy Might abilities, one of low power per level (1-5 points), another of moderate power (10-30 points), and then a "top tier" one of 40-60 points for the arch-priests and most-blessed holy warriors.
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10-23-2022, 12:02 PM | #4 |
Join Date: May 2007
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Re: Gamng Ballistic Hand of Asgard Sun god
Alternatively, Dungeon Fantasy 7 - Clerics (available online) has templates and spell lists for a number of "themed" clerics, including one for clerics dedicated to a sun-themed god. It's for mainline GURPS rather than the DFRPG, so it may include references to a few spells not included in the box set (likewise the recommended advantages for the clerics), but if you don't enjoy tinkering with clerical spell lists yourself and want a greater variety of premade ones, it could be worth a look. Plus, it has weapon stats for the anti-zombie shovel, the war-scalpels of the gods of healing, and the holy flamethrower.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 10-23-2022 at 12:07 PM. |
10-25-2022, 03:29 PM | #5 | |
Join Date: Sep 2005
Location: Canada
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Re: Gamng Ballistic Hand of Asgard Sun god
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Secret: Not a Gnome. (Actually a Dwarf with Dwarfism). |
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10-25-2022, 04:36 PM | #6 |
Join Date: Jan 2008
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Re: Gamng Ballistic Hand of Asgard Sun god
Aren't DF 7 scalpels simply mostly-worse versions of small knives? A fine small knife ($120) is sw-2 cut (range C,1) / thr-1 imp (range C). A fine scalpel ($325) is sw-2 cut (range C). Scalpels also have an additional -1 to parry. Why would you want the scalpel, aside from the minor weight savings?
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10-26-2022, 09:44 AM | #7 | |
Join Date: May 2007
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Re: Gamng Ballistic Hand of Asgard Sun god
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EDIT: Anyway, it is a scalpel, usable for surgery (and stripping monster corpses of their valuable parts). Moreover, a Very Fine Scalpel can function as a High Holy Symbol (+2 to True Faith rolls, Exorcism, etc.- not to be sneezed at), compared to which it is only $25 dollars more expensive but is three quarters of a pound lighter and includes the aforementioned melee and surgical capacities.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 10-26-2022 at 09:54 AM. |
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10-26-2022, 09:53 AM | #8 | |
Join Date: Jan 2008
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Re: Gamng Ballistic Hand of Asgard Sun god
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I googled "scalpel" and it still just looks like a very small knife. If scalpels look cool then surely small knives do too. |
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10-26-2022, 10:00 AM | #9 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Gamng Ballistic Hand of Asgard Sun god
Most of my players in recent years choose style over substancespending money lavishly in town, keeping a suboptimal weapon for sentimental reasons even when they find an uber-cool magical replacement, using a blunt weapon when cutting would be more effective, etc. I don't overtly punish them for it, but they are certainly sub-optimal when it comes to damage per second!
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10-26-2022, 11:24 AM | #10 | |
Join Date: Jul 2021
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Re: Gaming Ballistic's Hand of Asgard Sun god
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