| The Miracles System | [03NOV08] miracle.htm |
HOLINESS SKILL - Clerics (and Paladins) develop the skill of Holiness. This allows them to invoke increasingly powerful miracles.
| HOLINESS (initial) % | = Base (WIS - 10) + 6 (for 1cc) | [DF5] [min.10, age +1yr/pt.below] [Conversion: Base (WIS-10) + Cleric Levelx5] | |
| Max Miracle Level | = Holiness / 10 | [Drop fractions] [NB: Miracles automatically get this level of intensity] | |
| POWER (initial) | = WIS / 2 (Paladins CHA / 2) | [Round fractions up] [Invoking miracles costs 1PP per spell level] | |
| INVOKE MIRACLE % | = WIS x 5 (Paladins N/A) | [Miracles only occur if this roll succeeds. Failure costs no Holy Power.] |
INVOKING MIRACLES - Clerics invoke miracles from their deity by making a WISx5
roll. Successful invocations cost 1 Holy Power per miracle level and have intensity equal to the invoker's Max Miracle
Level. Failure
costs nothing and has no effect. There are
no criticals, specials or fumbles. Unlike magical
spells, miracles do not have to be learned, memorized or intensified - they are simply
called as required.
Initial Power of Clerics and paladins is limited because they must sacrifice much of their original
Power to create a spiritual link to the gods.
Increasing Power is achieved by overcoming an enemy with magic (such
as Command, available to all sects), which earns Power Gain rolls.
Cult Skills & Traits Each religion favours several skills and personality traits, to which followers of the faith should aspire. Holiness (hence max miracle level, holy power, and perhaps rank) depends on practice of these skills/traits (i.e. gaining ticks and trying increase rolls). When a cleric/paladin gains ticks in at least FIVE CULT SKILLS/TRAITS they also gain a tick for Holiness (when rolling for experience).
| Religion | Favoured Skills / Traits |
| Ammon-Ra (Heroes) | Any Shield, Any Blunt Weapon, First Aid, Oratory, Ride(?) / Brave, Pious, Just, Honest, Generous |
| Ammon (Healers) | First Aid, Diagnosis, Herb Lore, Oratory, Any Lore(?) / Pious, Merciful, Forgiving, Chaste, Temperate |
| Law - Judges | Any Blunt Weapon, Any Lore, Tracking, Spot Hidden, (?) / Brave, Pious, Just, Honest, Forceful, Temperate |
| Law - Sages | Any Three Lores, (Any other skill?) / Pious, Conservative, Enquiring, Honest, Just |
| Law - Jesters | Oratory, Fast Talk, Any Lore, Any Two Entertainment Skills / Pious, Cheerful, Just, Honest, Energetic |
| Druidic | Animal Lore, Plant Lore, Tracking, Oratory, Any Cult Weapon / Cautious, Forceful, Lusty, Energetic, Proud |
| The Valar | Herb Lore, Bow, Hide/Sneak, Spot/Hear, Sing/Dance, (vary by sub-cult?) / (None?) |
| Mahal the Maker | Any Blunt Weapon, Appraise, First Aid, Any Dwarven Craft (?) / Brave, Energetic, Taciturn, Earnest, Conservative |
| Halea the Seductress | Oratory, Fast Talk, Bargaining, Courtesan, Dance/Play Instrument / Lusty, Forgiving, Worldly, Optimistic, Energetic |
| Chaos (Unordered) | Sword, Another Weapon, Oratory, Fast Talk, Any Sub-cult Skill / Brave, Pious, Arbitrary, Deceitful, Indulgent |
| Hecate of the Moon | Astrology, Meteorology, Any Ancient Language, Any Lore (?) / Cunning, Modest, ?, ?, ? |
| Melkor, Dark Lord | Any Cult Weapon, Oratory, Black Speech, Any Craft, Any Lore / Brave, Forceful, Conservative, Proud, Ruthless |
Hierarchical Rank Formally organized religions may assign title/position in church hierarchy to clerics according to the max miracle level they can invoke: 0 Acolyte; 1 Initiate; 2 Superior Initiate; 3 Priest; 4 Superior Priest; 5 High Priest; 6 Superior High Priest; 7 Arch-Priest.
Ministering to the Faithful Beneficial miracles, such as curing, invoked upon non-worshippers only have HALF NORMAL EFFECT. Worshippers are those who regularly attend services and/or pay tithes, typically of about £1000 per level per year. Non-worshippers (such as ungodly adventurers) can be deemed "irregular worshippers" for one mission (and hence benefit fully from miracles) if they attend a service beforehand - they need not tithe or make a donation unless persuaded to by the preacher's oratory...
| NORMAL SUCCESS | Uplifting - Members of the congregation are moved to donate a coin (the of the highest value they have)*. |
| SPECIAL | Inspiring - Members of the congregation are inspired to donate 1/10th of their available cash-on-hand*. |
| CRITICAL | Fiery - Members of the congregation are fanatically inspired and donate 1/10th of their worldly wealth*. |
| FAILURE | Dull - Members of the congregation lose interest, fidget, whisper surreptitiously, and then wander away, muttering. |
| FUMBLE | Dismal - Meandering, irrelevant droning. Worshippers may renounce their pledges; others jeer, heckle and leave... |
| (* Regular worshippers do not need to give such donations, as they already pay a tithe. Unless they are behind with their payments...). | |
HOLY ITEMS Clerics/Paladins may have one special holy item (holy symbol, prayer beads, sacrificial dagger, saintly relic, etc) which can store Power for their use when invoking miracles. The item's capacity equals the number of personal Power points they have sacrificed to it, and is subject to a limit of their own current Power. Item Power does not regenerate automatically and must be refilled with the cleric's own, or, if they lead a worship service using the item and succeed in a Holiness roll, up to 1 PP per member of the congregation.
PALADIN SPECIAL ABILITIES Paladins are fighting specialists, taking an oath to serve their religion differently from normal clerics. Paladin's initial Power is based on Charisma, their weaponry is not limited and their invoked miracles occur at will and automatically, although for the usual Power Point cost. But Paladins can only call upon specific miracles for which they have previously Quested. One such Quest, hence one miracle-ability, is permitted for each 10% gained in all cult traits. The first, gained during training, is the ability to discern religious foes (i.e. Detect Evil, or equivalent). Subsequent miracles may be chosen from the normal list for the religion, up to the Max Miracle Level allowed by the Paladin's current Holiness. Other abilities are also available: Holy Steed (3rd. May quest for a magical warhorse, once per ten years); Holy Sword (4th. May quest for a magical holy sword); Holy Miracles (5th. May invoke miracles as a cleric).
DIVINE INTERVENTION ("D.I.") Characters may call upon their gods for aid, up to once per day (it will not be granted more than once per week). Percentage chance of success equals Holiness (clerics/paladins) or 'marks-out-of-level' for devotion (non-clerics); well-worded invocations may get a bonus, at GM discretion. Success grants the miraculous effect requested, within limits: up to one worshipper may be restored to life, or up to a dozen delivered from danger. Beneficiaries must do a Quest - or someone may be Quested to do them!