Roleplayer #24, June 1991
Ideas for Divinely-Granted Powers
by Steffan O'Sullivan
For those whose fantasy games are set in Yrth, the following is offered
as an example of a Christian cleric, suitable for Megalos, Caithness or
Cardiel (but note that magic works poorly in low-mana Caithness). This is
in accordance with the rules for creating clerics in Chapter 5 of GURPS
Magic.
This description is not meant to be truly generic. It fits
my concept of Christianity, but it might not fit yours. In that case, use
it merely as a starting point for designing your own Christian cleric.
In my version of Yrth, there are other priests and clerics that do not follow
the precepts below. They have the 5-point Clerical Investment advantage
-- they have no divinely-granted powers. They may be mages, however.
In my world, Christian clerical magic is not resisted by Magic
Resistance -- thus, a Cleric may have the Magic Resistance advantage himself,
and may easily heal Magic Resistant characters. However, I do not allow
Christian Clerics to have the Magical Aptitude advantage.
Because the required disadvantages are so extensive, I allow Christian Clerics
to have a total of -50 points in disadvantages.
Clerical Investment Cost:
10 points. Optional: +5 / per level bonus, maximum 3 levels. (Note that
this is cheaper than Magic recommends, because
the precepts are demanding.)
Required Advantages and Skills:
If your clothing reveals your clerical status: 5-point Reputation (+1 from
every Christian, always). This may not be required if the campaign is set
in Cardiel -- only in Megalos or Caithness are Christians overwhelmingly
in the majority.
Literacy, plus Theology at IQ level, and Latin at IQ-1 (or higher). (Instead
of the Literacy, Theology and Latin prerequisites, a Cleric may take the
Blessed advantage and Strong Will.)
Required Disadvantages:
-15: Pacifism: Self-Defense Only.
-15: Vow: Obey the five Church Precepts, which are:
- 1. Love God above all things. (Don't blaspheme, there is only one God,
etc.)
- 2. Love everybody. (Forgive; don't injure; don't steal; etc.)
- 3. Strive to be Temperate, Just, Prudent, and Brave in the face of adversity.
- 4. Do not seek after material rewards; be generous in your alms-giving.
- 5. Try to be cheerful, that you may uplift the hearts of those around
you!
Further Required Disadvantage: at least one of:
-5: Truthfulness;
-5: Vow: Chastity;
-5 to -15: Duty to Church;
-10 to -25: Poverty;
-15: Vow: Never refuse a request for aid;
-15: (Buy up to Full Pacifism);
-15 to -20: Sense of Duty;
(Or anything similar -- check with the GM).
Powers are lost if any required disadvantage is broken, bought off, or gone
against in any way. A month's penance is required to regain powers. This
will usually involve praying, fasting, and possibly a pilgrimage.
Allowable Spells (none are mandatory):
p.43-45: All Healing Spells
p.21: * Beast-Soother
p.25: * Resist Pain
p.25: Truthsayer
p.27: # Exorcism (P = Sense Spirit)
p.30: Purify Air
p.35: Purify Water
p.42: Purify Food
p.46: # Dispel Illusion (P = Know Illusion)
p.47: # Dispel Creation (P = Dispel Illusion)
p.47: Know Illusion
p.47: Aura
p.53: Dispel Magic
p.53: # Pentagram (P = Remove Curse)
p.54: * Bless
p.54: # Remove Curse (P = Dispel Magic)
p.56: * Bravery
p.63: % Death Vision
p.63: Sense Spirit
p.64: # Turn Zombie (P = Sense Spirit)
p.64: # Banish (P = Exorcism)
p.66: Heal Plant
p.66: Bless Plant
* = Clerical Investment is the only prerequisite needed for a cleric.
# = Alternate prerequisite (P = ...). For Christian clerics, this replaces
the prerequisites given in the rules.
% = Powers are lost if Death Vision is used on an unwilling subject.
If there is no symbol, follow the prerequisites in Magic,
substituting Clerical Investment for any level of Magery. Learned prerequisite
spells not on the list above can be recognized (when cast by others), but
only cast by the Cleric in a high-mana zone.
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