Another look at priesthood in TFT.
In the system I had used in my campaign, I separated the
priesthood into three separate talents rather than the two found in TFT.
The three talents were
IQ 9
Seminarian (2). This is a devout layperson, deacon, or
priest-in-training. This allows the seminarian to call upon his god minor
blessings.
IQ 11
Priest (2). Treat as the IQ 9 talent (TFT:ITL) but has
the ability to call upon his god for minor and major blessings.
Prerequisite: Seminarian and literacy
IQ 14
Theologian (2). As the IQ 14 talent of the same
name. This level of priesthood can call upon their god for minor and major
blessings, as well as, miracles. Prerequisite: Priest
Both the priest and theologian have an understanding of the
basic concepts of their religion. This would include an knowledge of
the litergy and the rituals associated with the sacraments of baptism, marriage,
and death. The seminarian has only some knowledge of these rituals.
Any time a seminarian tries these rituals, he/she must make a 3d6 v. IQ or fail
in the ritual. Failure is up to the GM. An example is the ritual of last
rites, allows the soul of the dead person to continue on and allows it to go to
its final reward. So hence, the spirit passes and there is little
chance of it becoming a ghost.
Each level of the priesthood has a differing ability to call
for their god's assistance. These are called blessings and miracles.
In order to obtain these blessings or miracles, the priest needs to study the
rites associated with each of them. So a priest must spend 1 IQ point for
each blessing or miracle they want to be able to do. This is much like a
wizard buying his/her spells. The difference between spells and
blessings/miracles is that the blessing/miracles are not restricted by IQ but by
level of priesthood talent. The priest still spends fatique points
to channel these blessings/miracles, exactly like a wizard does with his/her
spells.
BLESSINGS and MIRACLES
A seminarian has the ability to learn the three minor
blessings.
AID (T). Treat exactly like the wizard IQ 9
spell.
SANCTIFY (S). This blessing works only for the
priest. When using this spell treat the priest as if he was wearing a +1
charm. This blessing cannot be doubled to make it a +2 charm.
Costs 3 ST plus 1 per turn this spell continues.
DETECT MAGIC (T). Treat exactly like the wizard IQ
8 spell.
The priest has the ability to learn the three minor
blessings and the eleven major blessings.
CALM (T). This blessing if used against a
character/creature will calm their tempers enough that they will stop
fighting until they make a 3d6 IQ roll. While under the influence of
this blessing, the victim of this spell cannot do any offensive combat
option. This would include moving toward the enemy. The victim can
DEFEND/DODGE or move away from the combat. They can use protective
spells but not any spell that in any way act in an offensive manner (do
damage to the enemy), while under this blessings influence. If
this blessing is used against someone who is berserk, the berserk ends but
the character still may fight. If a berserk rage is removed in this way,
the berserker will only lose 1 ST rather than the 2 ST loss. Provoking any
character/creature under this blessing (ie. hitting them, knocking them down,
etc...) will automatically break this spell. Costs: 3 ST
EMPATHY (S). This blessing transfers damage directly
from the recipient of the blessing to the priest. The damage could be
either physical or fatigue. No amount of physickering will remove this
damage from the priest; only time, potions, another blessing or miracle, or a
wish will remove the damage that the priest transfered to him/herself.
Cost is in damage taken by the priest.
PROTECTION (T). Throws a blessing around the recipient
that subtracts 2 from DX and -1 damage from all attacks aimed at the recipient
of the spell. As with the wizard's blur spell, this blessing is not
cumulative. Costs: 3 ST for 6 turns of use.
CLEANSE FOOD AND WATER (T). Treat as the wizard IQ
17 cleansing spell but will only work on food and water (any human
libation). Costs: 1 ST per .5 kg. of food or
water.
BLESS (T). Treat as the minor blessing, Sanctify, but it
can be used on other characters/creatures besides the priest. Costs:
3 ST plus 1 per turn.
DIVINE (S). This blessing allows the priest to ask
one yes or no question from his/her diety. Costs: 5 ST per question
asked.
CURSE (T). Treat exactly like the wizard IQ 13
spell
REMOVE CURSE (T). The blessing can remove a
curse. Cost: Exactly the same amount of ST the curser put into the
spell/blessing.
CONTROL ANIMAL (T). Treat like the IQ 11 wizard spell
except for control roll and costs. Animal makes a 4d v. IQ to
resist. Cost: 1 ST plus 1 per turn
WRATH (T). A ball of lightning, pillar of fire, or
whatever appears from nowhere and strikes the victim doing damage. For
each ST point placed in the blessing the wrath does one die of damage. No
more than 5 ST can be placed in this blessing.
TEMPLE (C). Creates a comfortable area that keeps
out and protects all within from the elements (not elementals). The
area is a megahex in size.
Cost: 3 ST for one hour plus 1 ST for each extra
hour.
The theologian has the ability to learn all of the minor and
major blessings, as well as, all the miracles.
CURE (S). Cures 1 ST of wounds for each for each 5 ST
fatigue used by the priest. Recipient of the spell must be
touched.
REMOVE CURSED OBJECT (T). Treat exactly like the IQ 17
wizard spell.
MANA FROM THE HEAVENS (S). For every 5 ST spent enough
food and water appears (in backpack/canteen) to sustain a person for one
day.
CONTROL PERSON (T). Treat exactly like wizard IQ 13
spell except the person must make a 4d v. IQ roll.
REAPER (T). Treat exactly like the wizard IQ 16 DEATH
spell.
QUEST (S). Treat exactly like the wizard IQ 17 spell
GEAS.
CLEANSING (T). Treat exactly like the wizard IQ 17 spell
except for costs.
Cost: 10 ST per hex.
UNIVERSAL BLESSING (S). Treat as priest BLESS but that
works on all friendly characters/creatures within the same megahex as the
priest. The megahex being centered on the priest. Cost: 5 ST
plus 1 per turn.
WORDS OF COMMAND (S). Treat like the wizard IQ 20 spell but
the priest may only use the following command words; flee, surrender, stop, come
and obey.
WRATH OF GOD (T). Treat like the blessing, WRATH, except
that this spell affects all "enemies" within a megahex. The target hex of
this thrown miracle is the center of the megahex. Cost: 3 ST per die of
damage and no more than 15 ST can be spent on this miracle.
SUMMON GUARDIAN (C). Summons an attendant (angel, demon,
or whatever) of the priest'd diety, who will serve the priest for 12 turns or
until it is destroyed. The Guardian is a one hex creature with a ST
40 DX 15 IQ 20 with an infinite MA due to its ability to teleport
itself (only). It does 2 dice of damage in combat and stops 5 hits per
attack. It appears fully on the turn after it was
summoned.
Cost: 15 ST
SANCTUARY (C). Treat as the wizard IQ 15 PENTAGRAM spell
with no catches like the wizard spell. The SANCTUARY megahex is
centered on the hex the priest is located. Cost: 5 ST plus 1 ST per
turn.
RESURRECTION (T). Treat like the wizard IQ 19 REVIVAL
spell except the cost is 30 ST. Unlike the REVIVAL spell, the character or
creature can be dead for up to three days each day after the first doubling the
ST cost to use. So on the third day it would cost the priest 120 ST to
resurrect a character/creature.
OTHER PRIESTHOOD RULES
1) Blessings and miracles are not affected by the
presence of iron, so a priest may wear metal armor. Some religions though
may have strict guidelines about both armor and weapons though.
2) A priest gains experience just as a wizard does for
using spells. Although each wound that the priest takes from the EMPATHY
blessing is worth 5 experience points.
3) A priest that wants to use a blessing/miracle has to
use option I.e from Advanced Melee (p. 3).
If there are any more blessings or miracles that you can think
of please post them to the list. These blessing and miracles are generally
based on a good god and I am sure there are some nasties out there for evil
gods.
Yours in Cidri,
Justin
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