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(TFT) Clerics & Miracles Part II
As I was going to answer this question a couple of days ago,
<snip>
Next: Mitra/Christian Church article Part 2
Rank in the Church
Categories of Miracles & Rolling for Miracles
Experience Points and Recovering Piety
The List of Miracles
Some sample Miracles
Here is part 2 of the Miracle Worker package. (Again these are heavily
influence by Chivalry and Sorcery and D&D.)
These are the ranks of a cleric in the clergy (Monastic/Friar
and Monastic Fighting Orders are left out):
RANK NAME (WHERE) PAY* per month
PRIEST TALENT
1 Acolyte (gopher) 1/8 chain
2 Deacon (Asst Priest) 1/2 chain
3 PriestÝ (Parish) 1 chain
THEOLOGIAN TALENT
4 Curate (Church) 10 chain
5 Prefect (Church) 20 chain
6 Canon (Cathedral) 1 plate
7 Bishop (Diocease) 10 plate
8 Cardinal (Diocease) 20 plate
9 Pope <Head of Church proper on Earth> 100 plate
ÝOrdained *pay is in the $ equivelant of armor
listed and should also be used for the
upkeep of the parish, etc.
Clerical Miracles are a type of magic granted by the God. It is broken down
into 3 categories:
ACT OF FAITH:
(is a miraculous event which occurs to the benefit of someone
because he believes that the diety will bring the miracle.)
Power that a priest is granted from his god. The god is not
contacted for the use of this. It is a small miracle.
DIVINE INTERVENTION:
The god's intervention at the request of the priest. It is a
major miracle.
DIRECT DIVINE INTERVENTION:
The god or his minion makes a personal appearance. [On DIRECT Divine
Intervention, god will take into account priest's production: Converts,
Past Church Missions, Donations, Church Enemy Killed, etc.] *Note on Divine
Interventions: One should not bother god too often. He may be in a fickle
mood. Who knows what penalties he could visit on you or your friends.
All characters have a piety level. (It is not noted until clerical
interaction is needed.) This piety is the level of spiritual mana that is
available for clerical use. [IQ divided by 3 + 2D6 = the Piety for the
character.] Piety is used in determining the base chance for miracle
success. A high piety also increases the chance of miracle success.
Non-cleric characters can also contribute some of their piety to the
clerical success of their own healing. Piety of 9 is minimum to become
cleric.
Your Piety level = number of piety points you start out with each game. It
is what is available for targeting. You can spend any, all or none on
raising your chance of hitting the miracle target roll.
Going up Ranks by:
*Quest - Variable points on how well you do your quest.
*Deeds - overcomes magic, evil, or threat to life -
must be great risk to cleric
*Experience Direct Divine Intervention (only your first counts)
*Personal Revelation; your mysterious experince of
God in some way;
You get +2 added to your piety per rank:
Rank | Rank Exp Points
1 | .
2 | 15
3 | 40
4 | 150
5 | 300
6 | 800
7 | 2000
RECOVERING USED PIETY POINTS
A Miracle Worker Cleric invests his piety into the miracle. Invested piety
is then lost until the next day (after 8 hours sleep). The prayer for
Strength of Heart <a 2 step prayer> if successful, revives 100% of piety
points. Failure revives only 1/2 the lost points. The second step of the
prayer, another (Piety roll), if successful, halves all piety costs for
performances of miracles in the day it is successful. This prayer is said
upon awaking each day.
Most religions will have some type of sacrifice system to appease or
petition the god. This sacrifice is determined by the religion. It could
be $ contribution, animal/human sacrifice, converts, etc. (Not church enemy
killed unless as a sacrifice.) [Why should contributions to the church
should be of interest to the Gods? It could be that it helps sponsor
chrusades or expands missionaries or buys bigger churches.] These Sacrifice
Pot points can be used to contribute to the success of a miracle.
THE MITRA/CHRISTIAN RELIGION SACRIFICE POT:
Contributions to Church <that go into church coffer>
= Gold pieces/rank
Converts + D.M. Verified (Convert + Status)/.5 Rank
ROLLING FOR MIRACLES
The formula for ACT OF FAITH Miracle Intervention is:*
*<rolled on 3D6>
Chance of Faith = (Base 7) + (Piety points invested)
+ (Sacrifice points invested) + (victim's piety points
for healing)
The formula for DIVINE Intervention is:
*<rolled on 3D6>
Chance of Intervention = (Base 5) + (Piety points invested )
+ (Sacrifice points invested) + (victim's piety points for
healing)
The formula for DIRECT DIVINE INTERVENTION is:
*<rolled on 3D6>
Chance of Divine Intervention = (Base 3) +
(Piety points invested) + Sacrifice points invested)
+ (victim's piety points for healing)
There is a possibility of miraculous disaster. The miracle didn't go right
in a big way. A roll of 17 is a mild failure. Some small inconvenience
should befall the cleric.
A roll of 18 is a critical failure. Woe be to him who brings this upon
himself. Miraculous disasters should be appropriate to the miracle tried.
Note: Those of the Christian Faith who have not been to confession in the
last 6 months cannot receive the benefits of Miracles (Cure wound will do
nothing, fear will not be quelled, poisons won't be neutralized, etc. The
unconfessed will be able to receive benefit from prayers, benediction, &
holy relics. All clerics can confess people in a pinch. Those of other
faiths that God has OK'd, can receive miracles with no confession; however,
some contributions to the church should then be forthcoming.
Here are the names of the Miracles per rank:
Rank 1 Rank 2 Rank 3
Cure Light Wound* Bless Augury
Detect Evil* Cure Serious Wound Chant
Detect Magic* Detect Charm* Create/Destroy Water
Light* Know Alignment* Detect Lie*
Purify Food & Drink* Resist Fire Feign Death
Remove Fear* Silence 15' Diameter Neutralize Poison*
Resist Cold* Spiritual Hammer Protect From Evil
Sanctuary* Snake Charm*
Slow Poison* Tongues
Turn Undead
Rank 4 Rank 5 Rank 6
Create Food & Wine Find Path Control Weather#
Cure Blindness Flame Strike# Control Weather
Cure Disease Protect From Evil Immediately #
Cure Critical Wound - Megahex# <Angels> Heal <Angels> #
Dispel Evil Remove Curse Humility #
Find Open Way* <Mother Mary>
Insect Plague Prayer #
True Seeing Summon Lawful Aid
<usually Angels>#
Rank 7 Rank 8
Commune <Saints># Unidentified
Cure Insanity
Protect From Evil
- Mega Megahex' <Angels>
Raise Dead (Resurrection)#
Regenerate
Symbol
*ACT OF FAITH
DIVINE INTERVENTION
#DIRECT DIVINE INTERVENTION
[1 hex = 1 inch] There may be some house rules in here and some monsters
from other game systems.
===========RANK 1 MIRACLES================================
MIRACLES - Rank 1
RANK 1
NAME: Cure Light Wound* ACT OF FAITH
PERFORMED: Cleric lays hand upon creature and says "CURALITE" prayer for 30
seconds.
EXPLANATION:1-6 points of damage healed. [1D6] This only works once per
person per combat.
Time to do: 30 second
Lasts: Permanent
Distance: Touch throughout the 30 seconds
---------------------------------------------------------------------
RANK 1
NAME: Detect Evil* [Detect Good] ACT OF FAITH
PERFORMED: While praying, cleric clutches Holy Symbol. It takes 30 seconds
to say this prayer. At that, the cleric need only hold the Holy Symbol in
front of him and face the direction wished and evil emanations (from
creature or object) will appear black to the cleric. The distance covered
is 3 inches. This miracle lasts for 5 minutes.
Time to do: 30 second
Lasts: 5 minutes
Distance: 3 inches in front of Cleric
---------------------------------------------------------------------
RANK 1
NAME: Detect Magic* ACT OF FAITH
PERFORMED: While praying, Cleric clutches Holy Symbol. It takes 30 seconds
to say this prayer. At that, the cleric need only face the direction wished
and magic items will appear to glow to the cleric. The distance covered is
6 inches. This is line of sight. If something is behind a wall, etc, the
cleric gets a feeling that something magical is beyond. This miracle lasts
for 5 minutes.
Time to do: 30 second
Lasts: 5 minutes
Distance: 6 inches in front of Cleric
---------------------------------------------------------------------
RANK 1
NAME: Light* ACT OF FAITH
PERFORMED: While saying the 'LIGHT' prayer, cleric nods to an area within 6
inches away. At that point light will appear. It takes 20 seconds to say
this prayer.
EXPLANATION: The light is equal to torch light, but only covers a 12 inche
diameter. It lasts 1 hours or until cleric revokes it. Light can spring
from air, rock, metal, etc. If cast on an item, item with light can be
moved.
Time to do: 20 second
Lasts: 1 hours/until revoked
Distance: Within 6 inches of Cleric
---------------------------------------------------------------------
RANK 1
NAME: Purify Food & Drink* ACT OF FAITH
PERFORMED: While praying, cleric passes his hands over the bad food/drink.
Prayer lasts 1 minute.
EXPLANATION: The miracle makes rotten, spoiled, poisonous, or likewise
contaminated food/drink/water pure and suitable for consumption. Up to 1
cubic foot of food or 1 liter drink can thus be made suitable for
consumption per prayer. Note: The cleric can only do this prayer 10 times
a day, after that it is no longer an Act Of Faith and the god may become
disgruntled that his cleric is in the food preservation business.
Time to do: 1 minute
Lasts: Instant
Distance: nearly touching
---------------------------------------------------------------------
RANK 1
NAME: Remove Fear* ACT OF FAITH
PERFORMED: By saying "FEAR NOT, GOD IS WITH US" and touching the victim,
the cleric instills courage in recipient. Or by making his DEX roll,
touches an unwilling victim, thus removing fear.
EXPLANATION: This miracle will either give recipient +4 on rolls Vs. Fear,
or +2 on those trying to overcome fear. Morale lasts for 5 minutes. Those
who have just overcome their fear are at normal morale.
Time to do: Instant
Lasts: 5 minutes
Distance: Within 9 inch radius of Cleric/Touch
--------------------------------------------------------------------
RANK 1
NAME: Resist Cold* ACT OF FAITH
PERFORMED: By saying "COLD BE DAMNED" and touching the clerics Holy Symbol
to the lips, the recipient's body will be inured to cold.
EXPLANATION: The recipient can stand 0 Degrees Fahrenheit without
discomfort. The recipient resists greater cold by 1/2 damage. This miracle
only works on living things. This miracles lasts 5 minutes.
Time to do: Instant
Lasts: 5 minutes
Distance: Touch
---------------------------------------------------------------------
RANK 1
NAME: Sanctuary* ACT OF FAITH
PERFORMED: The cleric kneels with his Holy Symbol and recites the 'LEGENDARY
SANCTUARY' prayer for 30 seconds. This sanctuary will then last 2 minutes +
1 minute/rank. Cleric can move about during this time but perform no
offensive action.
EXPLANATION: When this prayer is in effect, any opponent must make an IQ-4
roll in order to strike at or otherwise attack the cleric [area attacks on
others can be made without this penalty though.] If IQ roll is missed, the
creature will attack another and totally ignore the protected cleric.
During the period of protection afforded by this miracle, the cleric cannot
take offensive action, but he may use non-attack miracles or otherwise act
in anyway which does not violate the prohibition against offensive action.
This allows cleric to heal wounds, to bless, cast light, make truces, etc.
Time to do: 30 second
Lasts: 2 minutes + 1 minute/rank
Distance: Self
-------------------------------------------------------------------
RANK 1
NAME: Slow Poison* ACT OF FAITH
PERFORMED: The cleric forces the poison victim to drink Holy Water, saying
"SLOW YE POISON."
EXPLANATION: This miracle greatly slows the effect of any venom, even
causing supposedly dead individuals (within 60 seconds) to remain at .1
hitpoint for 2.5 minutes/cleric rank. While this spell does not neutralize
the venom, it does prevent about 50% of the effect of the poison for 1
hour/rank.
Note: Being cured of wounds does not stop poison, though you can cure
the damage done by the poison.
Time to do: Instant
Lasts: Instant
Distance: Touch
---------------------------------------------------------------------
RANK 1
NAME: Turn Undead
PERFORMED: The cleric must be in a position to step before the undead,
saying "TURN YE, OH INFERNAL UNDEAD" holding forth his Holy Symbol.
EXPLANATION: The cleric rolls DEVINE INTERVENTION turning undead as
indicated on the matrix. For each successful miracle, add 1/2 point to
clerics roll. Roll to see which undead within 6 inches turn (the undead
must be able to see the symbol). Failing the miracle means the cleric
cannot turn this set of undead this engagement. Turned undead will retreat
at least 24 inches away (as per Megahex Avert Spell) and will not return for
2 hours. This affects even Ghouls (though Ghouls are not undead they have
associated with dead so long that they take on this characteristic.) and
Vampires (Though Vampires with 14+IQ can resist at -5 IQ Roll. A resist by
the vampire is not a failed miracle for the cleric, though. A resisted Vamp
can attack. Vampires IQ 12-13 that fail roll are only 3 inches averted.)
If undead are closely controlled (these are usually skeletons/zombies
controlled by wizard, evil clerics, etc.), those affected will become
neutral and will do no attacking unless attacked. Another successful
miracle on neutralized undead will cause it to flee, retreating 90 inches
away with no fighting. (If this causes it to exit its realm of being, then
it may well cease to exist.) Clerics of high enough Church rank can
actually destroy/damn the undead. Clerics may attempt to turn undead each
round.
*#= also turned
MATRIX FOR TURNING UNDEAD: For # that are turned or destroyed.
D=Destroyed
TYPE OF UNDEAD RANK 1 2 3 4 5 6 7 8
SKELETON/ZOMBIE 2 3 4 5 D2*1 D5 D10 D20
GHOST 2 2 3 D*1 D2*1 D all D all D all
MUMMY 1 2 2 3 D*1 D2 D 5 D all
GHOUL 1 2 3 5 8 10 15 20
WIGHTS 1 2 3 4 D*1 D 2 D all
NIGHT GAUNTS 1 2 3 D D D all
REVANANTS 1 2 3 D D all
VAMPIRES 1 2 4 6 8 D1*6
Time to do: Instant
Lasts: 2 hours
Distance: 6 inches
----------------------------------------------------------------------
There are more miracles....
Lest you wonder if a non-Miracle Worker has no abilities, the clergy does
have some powers from the gods...
Sanctify
Avert Undead
Prayers - Common Prayer
- Prayer for Divine Intervention
- Benediction
- Circle of Protection
Ordained Priests have Special Rites:
- Mass
- High Mass
- Consecrations
- Marriage
- Confession
- Supreme Unction
- Internment
- Excorcism
- Conversion
- Ordination by a Bishop
and other items mostly culled from Chivalry & Sorcery
I have also worked on a Medicine Man/Shaman package.
Just a note on why the radical approach to the piety attribute/piety
contribution to a 3D6 die roll system. TFT is one of the only FRPG system
that doesn't have 'cleric' defined. So I thought I would try something
radical if nothing was sanctioned.
Well, enough controversy for now.
Hail Melee,
John Paul
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