Reply-To: Revenant Hi All! I would like your comments on some priestly powers for my campaign (especially the costs!). Some quick background: Priests in my campaign have both access to the Divine Favour rules from GURPS: Religion (summed up, the God is an Patron and you roll a reaction roll from him to see if he answers your prayers). A +1 to this roll is gained for each level of 'Divine Favour'. I have broken down Clerical investment into a 5 pts/lvl advantage that now functions as rank withing the church. In addition I am giving the priest of each god, one or two 'powers', each of which function without the god's approval (Note: This means that the PC doesn't have to clear it with the god each time it's used - if the PC is bad, the god can still revoke the gift). Where the word "Rank" is used below, it refers to the reaction bonus from divine favour (ranging from +0 to +9). Command Undead 10 points Priests with this power are able to seize control of many types of undead by brandishing their medallion of faith. The GM rolls for the priest with a skill of 10 plus the priest's rank. Some undead are easier or harder to command than others (the modif ier is the same as for turning). Some cannot ever be commanded. If this roll fails to work on an individual undead, that undead is considered immune to command by that cleric until next he encounters that undead. One use of this power affects all undead within sight. The commanded undead will follow the priest's verbal commands until he chooses to cancel the effect or the undead are turned, dispelled or destroyed by another. Divine Artist 10 points A priest with this advantage gains a +2 to all art skills. Divine Craftsman 10 points A priest with this advantage gains a +2 to all craft skills. Detect Alignment 10 points This is the ability to determine the alignment of a target creature. The GM should make a roll of 10 plus rank for Player Characters. If the roll is successful, the GM will tell the player the alignment of the creature (Good, Neutral or Evil). If the roll succeeds by more than 5, the priest can tell any leanings the target has (e.g. +7; 'You sense he is a Good man, leaning towards Neutrality'). If the roll is a failure, the PC is unable to sense the target's alignment. Use of this skill takes 10 sec onds of concentration, during which time the priest must look at the.target and clutch his medallion of faith. Dream 5 points/level Priests with this ability are able to tap into a divine fount of knowledge to use a skill that they have never learned or to increase a skill they already possess. Once per day, after 1dx10 seconds of concentration, a priest with this ability may use an y skill (of TL3 or below) at a skill level of DX (for physical skills) or IQ (for mental skills) plus one for each level of Dream past the first. Alternately, the priest may tap into the fount of knowledge to add his level of Dream to a skill he already possesses. A priest cannot possess Dream at a higher level than his rank. Skills gained in this way remain until the priest sleeps. Insect Ward 5 points Insects will never attack priests with this power. This includes arachnids et. al. as well as giant varieties of insect. This power does not protect the priest's friends and will not protect the priest from insects that are being mystically compelled to attack. Pass Without Trace 5 points A priest with this ability passing through any natural area (forest, plains etc.) will be unable to be tracked, regardless of the skill of the tracker. The priest may leave tracks if he wishes. Resist Heat and Fire 15 points Priests who possess this power will never suffer loss of fatigue due to heat except in incredible temperatures (60oC or higher). Furthermore, the priest possesses an additional 5 damage resistance vs fire or heat attacks. Sense Evil/Good 5 points This is the ability to sense creatures or areas of strong Evil or Good (each is a separate skill). Unlike Detect Alignment, Sense Evil/Good will not provide the priest with an detailed alignment reading of a single creature. Instead, the GM rolls a skil l of 10 plus rank for a priest with this ability whenever he comes within 60 ft of a creature of place with an alignment equal to or greater than +/-10 (as appropriate). If this roll is successful, the priest's medallion of faith will pulse gently, infor ming him that there is Evil (or Good) present. Speak with Animals 15 points Priests with this power are able to carry on a conversation with any land animal (including birds and reptiles, but not insects). How much information he can gain from an animal depends on its IQ and reaction roll, and the GM. Offering food while talki ng is usually good for an additional +2 to the reaction roll. Speak with Insects 10 points Priests with this power are able to communicate with up to a hex of insects simultaneously. The information they can gain is often restricted by the low IQ of most insects, their alien thought processes and their different ways of sensing. However, thi s gift is not without its uses. Insects also tend to be extremely loyal and will perform considerable favours in exchange for a small donation of food. Speak with Plants 10 points Priests with this power are able to communicate with any form of plant life. Larger plants tend to have higher intelligences than smaller ones. However, the 'thoughts' of most plants are extremely slow and very alien. Even so, with patience, priests a re often able to coax vital information from them. Turn Undead 5 points Priests with this power are able to repel many types of undead by brandishing their medallion of faith. The GM rolls for the priest with a skill of 10 plus the priest's rank. Some undead are easier, or harder to turn than others (providing a bonus or p enalty to this roll). Some cannot ever be turned. If this roll fails to work on an individual undead, that undead is considered immune to turning by that cleric until next he encounters that undead. If the roll to turn undead is succeeded by more than 5, the undead crumbles to dust. One use of this power affects all undead within sight. Turned undead will do all they can to flee the cleric for 1dx10 minutes. If a cleric successfully turns an undead being commanded by an Evil cleric or greater undead, the turned undead will not fle e but will refuse to go any closer to the cleric. If the cleric forces a turned undead into a corner or otherwise prevents its escape the turning is countered and the undead will attack the cleric.