TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0311
  Version 1.0 – October 2009
  ®
  Written by PHIL MASTERS
  Edited by NIKOLA VRTIS
  Editorial Assistance by JASON “PK” LEVINE
  Illustrated by GUY BURWELL, DARRELL MIDGETTE, and DAN SMITH
  TM
  TM
  
   INTRODUCTION . . . . . . . . . 3
  Recommended GURPS Books . . . 3
  About the Author . . . . . . . . . . . . . . 3
  About GURPS. . . . . . . . . . . . . . . . . 3
  1. PANTHEONS, MORALITY,
  AND CULTS . . . . . . . . . 4
  The Leadership. . . . . . . . . . . . . . . . 4
  Dungeon Fantasy vs. Reality . . . . . 5
  Gods and Morality . . . . . . . . . . . . . 5
  The Mortal Followers. . . . . . . . . . . 6
  Divine Elements . . . . . . . . . . . . . . . 6
  Half-Spirits . . . . . . . . . . . . . . . . . . . 6
  2. GODS AND
  DEVOTEES . . . . . . . . . 7
  Multiple Realms . . . . . . . . . . . . . . . 7
  Format. . . . . . . . . . . . . . . . . . . . . . . 7
  AGRICULTURAL GODS . . . . . . . . . . .8
  Special Powers . . . . . . . . . . . . . . . . 8
  Priests of the Harvest. . . . . . . . . . . 8
  Holy Warriors of the Harvest . . . . . 8
  Agricultural Priest Spells. . . . . . . . 9
  ARTIFICER GODS  . . . . . . . . . . . . . .9
  Special Powers . . . . . . . . . . . . . . . . 9
  “Useless” Skills . . . . . . . . . . . . . . . . 9
  Artificer-Priests. . . . . . . . . . . . . . . 10
  Artificer-Priest Spells . . . . . . . . . . 10
  Artificer Holy Warriors . . . . . . . . . 10
  CITY GODS  . . . . . . . . . . . . . . . . .11
  Special Powers . . . . . . . . . . . . . . . 11
  City Priests . . . . . . . . . . . . . . . . . . 12
  City Priest Spells. . . . . . . . . . . . . . 12
  Urban Holy Warriors. . . . . . . . . . . 12
  DEATH GODS . . . . . . . . . . . . . . . .13
  Special Powers . . . . . . . . . . . . . . . 13
  Priests of Death . . . . . . . . . . . . . . 13
  Death Priest Spells . . . . . . . . . . . . 13
  Holy Warriors of Death. . . . . . . . . 14
  EARTH GODS . . . . . . . . . . . . . . . .14
  Special Powers . . . . . . . . . . . . . . . 15
  Earth Priests . . . . . . . . . . . . . . . . . 15
  Earth Priest Spells . . . . . . . . . . . . 15
  Holy Warriors of the Earth . . . . . . 15
  FIRE GODS  . . . . . . . . . . . . . . . . .16
  Special Powers . . . . . . . . . . . . . . . 16
  Fire Priests . . . . . . . . . . . . . . . . . . 16
  Fire Priest Spells. . . . . . . . . . . . . . 16
  Holy Warriors of Fire . . . . . . . . . . 16
  GODS OF THE HUNT  . . . . . . . . . .17
  Special Powers . . . . . . . . . . . . . . . 17
  Priests of the Hunt. . . . . . . . . . . . 17
  Hunter-Priest Spells . . . . . . . . . . . 18
  Holy Hunters. . . . . . . . . . . . . . . . . 18
  GODS OF LOVE
  AND FERTILITY  . . . . . . . . . . .18
  Special Powers . . . . . . . . . . . . . . . 19
  Priests of Love . . . . . . . . . . . . . . . 19
  Love Priest Spells . . . . . . . . . . . . . 20
  Holy Warriors of 
  Love and Fertility. . . . . . . . . . . 20
  GODS OF HEALING  . . . . . . . . . . .20
  Special Powers . . . . . . . . . . . . . . . 21
  Priests of Healing . . . . . . . . . . . . . 21
  Healing Priest Spells . . . . . . . . . . 21
  Holy Warriors of Healing . . . . . . . 21
  GODS OF MESSENGERS
  AND ROGUES  . . . . . . . . . . . .22
  Special Powers . . . . . . . . . . . . . . . 22
  Messenger/Rogue Priests. . . . . . . 22
  Messenger/Rogue 
  Priest Spells . . . . . . . . . . . . . . . 22
  Holy Warriors of 
  Messengers and Rogues. . . . . . 23
  GODS OF NIGHT  . . . . . . . . . . . . .23
  Special Powers . . . . . . . . . . . . . . . 24
  Priests of Night. . . . . . . . . . . . . . . 24
  Night Priest Spells . . . . . . . . . . . . 24
  Holy Warriors of Night . . . . . . . . . 24
  SEA GODS  . . . . . . . . . . . . . . . . . .25
  Special Powers . . . . . . . . . . . . . . . 25
  Sea Priests. . . . . . . . . . . . . . . . . . . 26
  Holy Warriors of the Sea. . . . . . . . 26
  Sea Priest Spells . . . . . . . . . . . . . . 27
  STORM GODS  . . . . . . . . . . . . . . .27
  Special Powers . . . . . . . . . . . . . . . 27
  Storm Priests . . . . . . . . . . . . . . . . 28
  Storm Priest Spells. . . . . . . . . . . . 28
  Holy Warriors of the Storm . . . . . 28
  SUN GODS . . . . . . . . . . . . . . . . . .28
  Special Powers . . . . . . . . . . . . . . . 29
  Sun Priests . . . . . . . . . . . . . . . . . . 29
  Sun Priest Spells. . . . . . . . . . . . . . 29
  Holy Warriors of the Sun . . . . . . . 29
  WAR GODS  . . . . . . . . . . . . . . . . .30
  Special Powers . . . . . . . . . . . . . . . 30
  War Priests . . . . . . . . . . . . . . . . . . 30
  War Priest Spells . . . . . . . . . . . . . 31
  Holy Warriors of War . . . . . . . . . . 31
  OTHER DIVINE REALMS . . . . . . . .32
  3. SACRED
  ARTIFACTS . . . . . . . . 33
  THE SACRED BUT MUNDANE  . . . .33
  Holy Symbol Weapons. . . . . . . . . 33
  Other Clerical Gear . . . . . . . . . . . 34
  ITEMS OF POWER  . . . . . . . . . . . .35
  Holy Water. . . . . . . . . . . . . . . . . . . 35
  “Ordinary” Magic Items. . . . . . . . 35
  Holy Relics . . . . . . . . . . . . . . . . . . 36
  INDEX . . . . . . . . . . . . . . 37
  CONTENTS
  2
  CONTENTS
  Playtesters: Frederick Brackin, Peter V. Dell’Orto, Leonardo de Moraes Holschuh, Matt Riggsby, and Emile Smirle
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Dungeon Fantasy, Clerics, e23, and the names 
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  The indwelling
  ideal lends all the
  gods their divinity.
  – George
  Santayana
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Managing Editor ❚ PHILIP REED
  e23 Manager ❚ STEVEN MARSH
   
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
  Art Director ❚ WILL SCHOONOVER
  Production Artist & Indexer ❚ NIKOLA VRTIS
  Prepress Checker ❚ WILL SCHOONOVER
  Marketing Director ❚ PAUL CHAPMAN
  Director of Sales ❚ ROSS JEPSON
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  INTRODUCTION
  3
  Gods are usually gods of something, just as spirits are usually
  spirits of something. However, being the god of something means
  more – not just having an affinity or sympathy for it, but having
  power over it.
  – GURPS Fantasy
  Dungeon Fantasy games are about fantasy as well as dun-
  geons. They feature, not just magic, but supernatural beings,
  up to and including full-power deities. Moreover, in many fan-
  tasy worlds – definitely including many dungeon fantasy set-
  tings – religion is a large subject, and most of it is polytheistic,
  with lots of different deities with individual fields of interest.
  The priests of these deities vary, not only in regard to what sub-
  jects they deal with and what moral codes they enforce, but
  also in the powers they receive from their divine patrons.
  The initial Dungeon Fantasy supplements included the
  cleric, druid, and holy warrior templates to represent charac-
  ters who work with and for higher powers. Those volumes
  assumed that the devotees of different gods were similar
  enough that three templates would cover the options suffi-
  ciently. However, many gamers want servants-of-the-divine
  who are substantially different and based on what kinds of
  gods they follow, with special abilities reflecting the specializa-
  tions of their divine patrons.
  This supplement answers that
  wish, 
  adapting 
  the 
  relevant
  Dungeon Fantasy 1: Adventurers
  templates (the cleric, druid, and
  holy warrior) and Dungeon
  Fantasy 3: The Next Level vari-
  ants (the evil cleric and unholy
  warrior) to reflect these differ-
  ences. Chapter 1 discusses some
  basic concepts – the pantheons in
  which gods group together, and
  the cults that follow them.
  Chapter 2 provides modifications
  to the basic templates for a whole
  range of deities. Finally, Chapter 3
  offers a few pieces of specialized
  equipment and some supernatu-
  ral items that these characters
  might find especially interesting.
  RECOMMENDED
  GURPS BOOKS
  Obviously, this book is part of the
  Dungeon Fantasy line; it requires GURPS
  Dungeon Fantasy 1, which in turn needs the
  GURPS Basic Set. Also, GURPS Dungeon
  Fantasy 3 provides basic information on evil
  clerics and unholy warriors, and players 
  will definitely require GURPS Magic for the
  full range of spells referenced here.
  Other Dungeon Fantasy volumes are rec-
  ommended, especially Dungeon Fantasy 5:
  Allies, which among other things, gives
  details of many different types of divine
  servitors, who often show up as allies for
  clerics. Lastly, GURPS Powers and GURPS
  Thaumatology cover many of the concepts
  used in this book in much more detail, but
  they are not actually required.
  ABOUT THE AUTHOR
  Back in the 1980s, Phil Masters wrote
  articles for White Dwarf magazine about
  deities for nonhuman races. Since then, he’s
  composed such works as GURPS Arabian
  Nights, The Discworld Roleplaying Game,
  and GURPS Thaumatology,
  and he’s
  become the Transhuman Space line editor.
  But every now and again, he goes back to
  his roots.
   INTRODUCTION
  About GURPS
  Steve Jackson Games is committed to full support of GURPS players.
  Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include
  a self-addressed, stamped envelope (SASE) any time you write us! We can
  also be reached by e-mail: info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues to grow – see
  what’s new at www.sjgames.com/gurps.
  e23. Our e-publishing division offers GURPS adventures, play aids, and
  support in PDF form . . . digital copies of our books, plus exclusive mate-
  rial available only on e23! Just head over to e23.sjgames.com.
  Pyramid (www.sjgames.com/pyramid). Our monthly PDF magazine
  includes new rules and articles for GURPS, systemless locations, adven-
  tures, and much more. Look for each themed issue from e23!
  Internet. Visit us on the World Wide Web at www.sjgames.com for
  errata, updates, Q&A, and much more. To discuss GURPS with our staff
  and your fellow gamers, visit our forums at forums.sjgames.com. The
  GURPS Dungeon Fantasy 7: Clerics web page can be found at
  www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy7.
  Bibliographies. Many of our books have extensive bibliographies, and
  we’re putting them online – with links to let you buy the resources that
  interest you! Go to each book’s web page and look for the “Bibliography”
  link.
  Errata. Everyone makes mistakes, including us – but we do our best to
  fix our errors. Up-to-date errata pages for all GURPS releases, including
  this book, are available on our website – see above.
  Rules and statistics in this book are specifically for the GURPS Basic
  Set, Fourth Edition. Page references that begin with B refer to that book,
  not this one.
  
  While polytheistic gods in some settings may seem like a
  random assortment who barely acknowledge each others’ exis-
  tence, most are traditionally organized into pantheons, more-
  or-less logical groups with a shared mythological backstory.
  The gods in a pantheon are often literally a family – but a
  messed-up family, given to vicious rivalry, backstabbing,
  betrayal, or incest. Still, they’re likely to hang together against
  outside threats, and they generally expect their human wor-
  shipers not to carry the family problems over to the mortal
  plane. A bit of poaching of worshipers and some verbal conflict
  is fine, but open violence on religious grounds isn’t usually
  encouraged. Regardless, the different deities within a pan-
  theon are responsible for different aspects of the universe, so
  mortals have to pray to several different gods at different times.
  A setting may feature one pantheon or several; in the latter
  case, different pantheons are probably associated with differ-
  ent cultures or nations. (It’s also possible that “different” gods
  are actual the same beings, known by multiple names and with
  slightly different attributes emphasized in different places.)
  Conflicts between cultures may be reflected in battles between
  sets of worshipers. If the various priesthoods acknowledge that
  the other pantheons exist at all – as anything more than gar-
  bled and misleading descriptions of reality or as minor local
  deities who obviously need to be integrated into the proper
  temple hierarchy – adherents may see them as dangerous,
  maybe even demonic enemies. Priests may even talk about
  wars between the pantheons, perhaps in parallel to the wars
  between their worshipers – or perhaps the two groups engage
  in chilly standoffs on the divine plane while furiously compet-
  ing for worshipers in the mortal world.
  THE LEADERSHIP
  If a pantheon resembles a family, a club, or a warrior band,
  it tends to have a leader – a patriarch, chairman, or captain.
  This leader is usually the strongest member of the pantheon,
  and likely the oldest – often literally the father of the other
  gods, and perhaps the creator of the universe, although many
  mythologies make things more complicated than that. This
  leader sets the tone for the whole mythological system, and he
  may define a moral code for the universe. Real-world religions
  tend to reflect the patriarchal societies who worship them, and
  their chief deities are often “ sky father” types, but a Dungeon
  Fantasy GM can always stir things up a bit with pantheons led
  by earth mothers, hermaphroditic sea dragons, or anything
  else suitably impressive.
  The leader may also have near-peers or rivals – perhaps sib-
  lings or spouses. Likewise, his position may sometimes come
  under threat from either rival gods who disagree with his
  moral code, or titanic forces of chaos who can match the gods
  for raw power but who don’t receive worship.
  A traditional  sky father or other supreme leader may have
  direct responsibility for some great cosmic phenomenon,
  such as the sky and storms (the Greek Zeus) or raw wisdom
  and creativity (the Norse Odin). This can make his temples
  theoretically the most important in the world. Even so, mor-
  tals don’t always hope for much
  help from such a remote power,
  and they often prefer to pray to
  less intimidating beings with
  more directly relevant areas of
  authority. In fact, the leader may
  even be rather withdrawn from
  the world, perhaps having been
  wounded in some cosmic con-
  flict or just retired from the work
  of creation, leaving second-line
  deities to handle the day-to-day
  operation of the universe.
  CHAPTER ONE
  PANTHEONS,
  MORALITY, 
  AND CULTS
  PANTHEONS, MORALITY, AND CULTS
  4
  
  GODS AND MORALITY
  Previous Dungeon Fantasy books have defined morality (of
  the sort about which clerics and holy warriors worry) by refer-
  ence to three categories:
  • Good, the assumed default position for PC clerics and
  holy warriors, which is about being reasonably nice to other
  people and protecting humanity from harm.
  • Evil, the position of selfish, vicious, or psychopathic
  beings that Good opposes.
  • Nature, mostly associated with druids and their acolytes,
  which isn’t automatically hostile to humanity but which tends
  to value the natural world and some kind of “cosmic balance”
  above ordinary human concerns.
  In addition, there is the Insane amorality of beings such as
  the Elder Things, which is so far outside human concerns that
  it often passes for plain madness. It’s not good for humanity,
  but not much actual malice is involved, for what very little
  that’s worth.
  Polytheistic gods tend to be keen on morality, although
  they’re generally much more interested in enforcing it than in
  obeying it themselves. Most of them are, very broadly speak-
  ing, Good – otherwise the universe would be a bleak and
  deadly place for its inhabitants – but some are unapologetically
  selfish or greedy, and are functionally quite Evil. However,
  even these beings are part of the cosmic order, members of the
  divine family (albeit the black sheep of that family). It’s even
  sometimes possible for a mortal to pray to an “Evil” deity with-
  out becoming actively evil – although the prayer might well be
  a request to be “left alone, please.”
  Quite a few deities may be Neutral, between Good and Evil
  on the human scale. The first concern of a polytheistic deity is
  to look after his assigned aspect of reality; this may leave little
  space for mere human concerns. Not all Neutral deities and
  cults are particularly focused on Nature, though – there exist
  aspects of reality aside from plants, animals, and the weather.
  A few deities, perhaps representing the oldest primal forces
  of the universe, may be Chaotic – uncaring and functionally
  Insane. In the divine family, they’re the crazy uncles who are
  kept locked up in the attic, if possible. If such beings are still
  active in the world, they attract few human worshipers, but
  they may have a lot of primal power; the other gods may some-
  times have to work to stop them destroying or messing up the
  entire universe.
  In fantasy games with polytheistic pantheons, players
  and GMs often love to raid real-world mythologies for their
  deities. Frankly, it sounds cooler to declare that your charac-
  ter is a priest of Osiris or Shiva than to say that he’s a devo-
  tee of Fzztsnrk the Imaginary, God of Stuff – and you don’t
  have to spend time explaining the Creed of Fzztsnrk to peo-
  ple. Even when GMs or players do go to the trouble of
  inventing a completely new pantheon, they may draw inspi-
  ration from books of mythology, or try very hard to make
  their gods as colorful and complicated as real-world myths.
  This is all entirely cool, and it is one reason why various
  categories of deity described in this chapter come with
  real-world examples attached. Nevertheless, this is dun-
  geon fantasy. Don’t overthink, and don’t overcomplicate!
  The fact is, in real polytheistic religions, gods rarely
  have simple or sharply defined “areas of interest”: the thun-
  der god might also be the patron of humanity and a sec-
  ondary war god, or one of the several sun gods might also
  look after poetry and sudden death. Dungeon Fantasy
  games shouldn’t (usually) worry about such complications!
  There should be one thunder god, one war god, and so on,
  per pantheon – or at most, two clear rivals for some jobs,
  maybe one good and one evil. Use real-world deity names
  if you like, but don’t bother with all the baggage that comes
  attached to them.
  Likewise, a “real-world” god might have rather subtle
  attitudes regarding his portfolio. For example, a fire god
  might think that the sacred flame shouldn’t be polluted
  with the bodies of unclean monsters, and he would be
  appalled by the idea of using fire as a weapon. Again,
  Dungeon Fantasy fire priests should have no truck with
  such prissiness – fire is their thing, and they use it, in bat-
  tle and elsewhere!
  However, a GM who wants to stir things up a bit, gener-
  ating rivalries and plots, can always stretch this point.
  Priests of the Sea God (all raging storms and monsters of
  the deep) might regard worshipers of the God of Sailors
  (concerned with shipbuilding, safe voyages, and trade on
  the side) as wimps, while the sailor-priests might see the
  sea cult as a bunch of dangerous berserkers. When both go
  into dungeons to fight monsters, the sailor-cultists would
  focus on organization, good equipment, and negotiation,
  while the sea worshipers concentrate on furious battle and
  honorable monster-slaying.
  In short, the GM decides how complicated the game
  world is, and how much complicated theology to work in.
  Dungeon Fantasy vs. Reality
  PANTHEONS, MORALITY, AND CULTS
  5
  All sects differ, because
  they come from men;
  morality is everywhere the
  same, because it comes
  from God.
  – Voltaire
  
  THE MORTAL FOLLOWERS
  For dungeon delvers, the important question is what all this
  means for character abilities. Each deity has a cult, which
  looks after his temples and defends his personal interests on
  the mortal plane. Each one gets his own priests (and usually
  his own holy warriors), with special features to suit the deity’s
  interests. The next chapter provides numerous examples.
  In brief, the standard cleric template can be used as a start-
  ing point for most priests. The druid template is used instead
  in a few cases where the religion is about nature worship or
  wilderness activities, while the evil cleric lens provides guide-
  lines for devotees of dark and twisted gods. However, specific
  types of deities can modify these templates in various ways,
  granting different advantages and spells, requiring knowledge
  of different skills, and imposing different disadvantages to suit
  their own natures. In other words, in a polytheistic setting,
  priests can display a range of sometimes unexpected special
  abilities! Likewise, many (though not all) cults have holy war-
  riors of some kind among their number, and their abilities too
  can vary in interesting ways.
  DIVINE ELEMENTS
  Dungeon Fantasy 5 (pp. 13-19) introduced the idea of
  divine elements, descriptors for different sorts of deities, which
  are used to determine the special powers appropriate for the
  divine servitors that some deities send to aid some of their
  priests. In fact, clerics who buy Allies (Divine Servant) must
  pick a servant built around the elements that match their deity.
  Most deities are assigned three elements, which Dungeon
  Fantasy 5 suggests should include one out of Good, Evil, or
  Nature, but in a setting with a lot of Neutral gods who are more
  concerned with their special domain of interest than with
  human morality, that last guideline can be relaxed.
  This obviously ties in to the various divine realms that
  Dungeon Fantasy 7 discusses in Chapter 2, but elements are
  not quite the same thing. They’re more, well, elementary –
  building blocks that can define
  a deity’s nature but not neces-
  sarily the parts of reality that
  the deity governs. Although
  most deities get three ele-
  ments, they have just one
  realm – and the relationship
  between elements and realm
  can say a lot about the god’s
  precise nature. For example, a
  storm god may have the ele-
  ments Air, Chaos, and Water,
  and manifest the raw, destruc-
  tive power of the storm – but
  he could equally well have Air,
  Good, and Nature, and repre-
  sent the clouds that bring gen-
  tle rains to water the crops.
  PANTHEONS, MORALITY, AND CULTS
  6
  Dungeon Fantasy 3: The Next Level introduced “half-
  spirits” as character races. These beings – celestials, elder-
  spawn, infernals, and infused – are connected to deities,
  not by worship, but by blood. They are the offspring of
  mixed relationships – human on one side, spiritual beings
  from the higher, lower, or outer planes on the other.
  Some half-spirits may become priests or holy warriors
  – either serving their supernatural parents faithfully, or
  rebelling against that half of their parentage and turning
  the powers they inherit against their source! Others may
  not actively pursue such careers, but they can still find
  themselves obliged to help some cult from time to time
  due to parental influence or uncontrollable urges. Some
  may even be pursued by cultists who want to recruit, wor-
  ship, or just hang out with them, to their embarrassment
  or annoyance.
  In a polytheistic setting, many half-spirits may possess
  variant powers, reflecting the specific divine realms that
  their parents happen to serve or embody. To represent this,
  players of celestial or infernal PCs – who have Divine Gifts
  or Infernal Gifts as perks in their racial templates – may
  opt to replace the standard, “generic” list of gifts for their
  races (given on pp. 12-13 of Dungeon Fantasy 3) with
  options from their spirit-parent’s Holy or Unholy abilities
  list (see Chapter 2 here) as innate advantages, without the
  power modifier. Also, elder-spawn and infused may take
  the perks “Gifts of Chaos” or “Elemental Gifts” respectively,
  and then likewise buy advantages from appropriate Holy
  or Unholy abilities list, again with power modifiers
  removed. Alternatively, half-spirits might be given lists of
  available gifts based on the advantages offered to divine
  servitors of their parent deities, according to the system
  given in Dungeon Fantasy 5: Allies.
  The GM may also require such half-spirits to take an
  appropriate disadvantage or two, or to drop some standard
  features from the template, as fits their parents’ style.
  Half-Spirits
  
  A dungeoneer can worship any deity he likes. Usually, the
  preference is just extra color. For clerics and holy warriors,
  though, this choice has important ramifications for personal
  abilities. Sometimes, it takes them out of their well-defined
  niches, making them rivals to other character types (especially
  wizards) for certain jobs while reducing their usefulness in their
  own usual spheres. This is the price games pay for making the
  religious types and their religions more varied – but in any case,
  the material in this chapter is designed to preserve as much of
  the particular flavor of clerics as possible while adding diversity.
  Note that it’s perfectly possible to have “standard” clerics,
  druids, and holy warriors – and, for that matter, evil clerics
  and unholy warriors – operating in games alongside the spe-
  cialists and variants defined by this chapter. The Dungeon
  Fantasy 1: Adventurers cleric and holy warrior can represent
  priests and agents of “Generic Good,” perhaps working for all
  of a pantheon equally devoutly while doing good work among
  humanity – or they might be devotees of some vaguely benev-
  olent  sky father. Likewise, the “standard druid” works fine for
  many priests of animal or forest gods or the general “powers
  of nature,” and the evil cleric and unholy warrior from
  Dungeon Fantasy 3 can be seen as worshipers of some gen-
  eral-purpose “God of Evil” or arch-devil. Indeed, those two
  lenses can be regarded as the first version of the sort of thing
  that this chapter does at more length.
  FORMAT
  Each section of this chapter begins with a discussion of
  the type of deity and its realm – the aspect of reality that
  gods of this type govern. The chapter provides game-rele-
  vant information in the following manner.
  • An introduction to the kind of gods that govern the
  realm in question.
  • Gods and Morality: A few words on whether gods of this
  type are likely to be Good, Evil, Neutral, or something else
  (see p. 5).
  • Elements: Possibly appropriate elements for the deity,
  which fit the Dungeon Fantasy 5: Allies divine servitor system
  (pp. 13-19).
  • Special Powers: How to modify the Druidic Arts, Holy
  Might, or Unholy Might powers as necessary to match the god’s
  domain.
  • Priests of the Type: Guidelines for altering the cleric or
  druid templates to suit priests of this type of god.
  • Priest Spells: A modified spell list for priests of this type of
  deity. In many cases, there is one specific spell that a priest
  must learn first on achieving the required Power Investiture
  (PI) level, as soon as he has a point to spend; these spells are
  listed first and marked as (Required).
  In addition, boxed text discusses holy warriors associated
  with each type of deity. In general, if polytheistic gods
  empower such warriors, it’s probably to act as champions of
  their cults and defenders of the temples and shrines – but there
  may be other motives involved.
  GODS AND DEVOTEES
  7
  CHAPTER TWO
  GODS AND
  DEVOTEES
  Multiple Realms
  Despite everything that has been said previously, it may
  be possible for a deity to handle more than one realm – or
  rather, perhaps, to govern a slightly more complex and sub-
  tle aspect of reality than the simple categories used here
  would suggest. This is a bit complicated for dungeon fan-
  tasy, but it’s reasonable. However, the GM shouldn’t simply
  combine the spell and ability lists for the two or more types
  in such cases; that gives priests of “complex” deities twice
  as many options at no cost.
  Rather, the GM should review the god’s particular nature
  and areas of concern, and create merged and modified lists
  about as long as those for any other priest type. The rele-
  vant “priestly” templates also may need some special
  restrictions and modifications to reflect that complicated
  deity’s complicated rules of behavior.
  Whatever the specifics, the GM is the final arbiter of
  what’s appropriate. The nature of the gods is a feature of
  the game world, and that is GM’s duty to decide.
  Prayer is not asking. It
  is a longing of the soul.
  – Mohandas Gandhi
  
  In a vaguely medieval (or slightly earlier-styled) fantasy
  world where magic hasn’t changed things too radically, the
  majority of the human population farms, and everyone’s sur-
  vival depends on their work. Hence, while agricultural deities
  aren’t exactly glamorous – many of them are regarded as little
  more than minor local spirits – they tend to be very popular, at
  least with NPCs. They aren’t necessarily the only gods with
  influence over food production; wise peasants also make offer-
  ings to weather gods, earth gods, and nature gods. Still, the
  likes of the Roman Ceres are more important than they look.
  Likewise, agricultural gods may not seem like natural
  patrons for dungeon-delving adventurers, but remember that
  these are the chief protectors of the peasantry. When monsters
  emerge from dark caverns to start chewing through the local
  human population, many prayers will be offered at the shrine
  of the goddess of the harvest. After that, her priests may decide
  that they should organize an expedition to put down this threat
  to their congregation, and they then lend the adventurers a bit
  of direct support from the back. Agricultural deities tend to be
  popular by default with peasant heroes and part-time monster-
  slayers, and their priests are often the ones offering healing to
  the casualties in those fights.
  Agricultural Gods and Morality
  Bringing in the harvest is so directly necessary to human
  life, and so much like good news to everyone, that there is a
  natural tendency to see all agricultural deities as Good.
  However, making the crops grow and the animals breed is
  really just natural activity, so some such gods may be more
  inclined to a Nature/Neutral attitude.
  In a few cases, agricultural deities demand bloody sacrifices
  to ensure that the crop is safe, tipping into a low-key, secretive
  sort of evil. Their worshipers may see this as essentially
  Neutral – “preserving the balance” – but other people may
  have different ideas.
  Elements
  Appropriate elements for the servitors of an agricultural
  deity include Earth, Good, Life, Nature, and possibly Order,
  Peace, or Wisdom.
  SPECIAL POWERS
  The powers granted by an agricultural god may well use
  the standard Holy power modifier. Alternatively, use the
  Druidic power modifier, but change it so that powers work
  at no penalty in well-managed agricultural areas, take -1 in
  uninhabited but fertile wildernesses and recently aban-
  doned farmland, -2 in urban areas with some farmland
  nearby, -3 in cities remote from their supporting fields, -5 in
  deserts and other wilderness areas with no agricultural
  potential, and -10 in a poisoned wasteland. In the latter case
  (and possibly some others, at the GM’s option), the priest’s
  Power Investiture should also work like a druid’s, applying
  those same modifiers to casting spells rather than the mod-
  ifiers for sanctity.
  Use the standard Holy abilities list (Dungeon Fantasy 1,
  p. 22) for these characters, with the addition of Animal
  Empathy (PM, -10%) [5] and Plant Empathy (PM, -10%) [5].
  Power Investiture or Holiness is the applicable Talent.
  PRIESTS OF THE HARVEST
  For priests of these deities, use the standard cleric template
  with the following lens applied.
  Skills: Replace Exorcism in the primary skills list with Farm-
  ing (A) IQ+1 [4]-15. • Replace Hidden Lore and Surgery in
  the secondary skills list with Exorcism (H) Will-2 [1]-12 and
  Naturalist (H) IQ-1 [2]-13. • Add Hidden Lore (Spirits) (A)
  IQ-1 [1]-13 and Surgery (VH) IQ-3 [1]-11 to the optional
  background skills.
  Alternatively, for priests of more rustic cults, use the druid
  character template with the following lens.
  Advantages: Replace Power Investiture (Druidic) with Power
  Investiture (Holy or Unholy as appropriate), and Druidic
  abilities with Holy or Unholy abilities similarly.
  Disadvantages: Change the optional Sense of Duty to apply to
  “Proper agricultural activities” rather than to wild nature.
  Skills: In the primary skills, change Esoteric Medicine to Per-1
  [2]-13 and add Farming (A) IQ+1 [2]-15†. • Change all
  “Druidic” skill specializations to “Holy” or “Unholy”
  throughout.
  In either case, the GM may also choose to change the
  weapon skills included in the template to reflect a simple,
  “agricultural” sort of style. Axes, staffs, flails, or polearms
  (“billhooks”) are definitely in keeping with the theme.
  GODS AND DEVOTEES
  8
  AGRICULTURAL GODS
  Holy Warriors 
  of the Harvest
  Holy warriors dedicated to agricultural deities are often
  “community defenders” who go out and deal with monsters
  or villains who are threatening the honest peasantry. They
  tend to get especially angry with anyone who burns or
  tramples crops. Apply the following lens to the standard
  holy warrior template.
  Advantages: The mandatory Higher Purpose becomes
  “Defend the crops and those who grow them” (or possi-
  bly “Defend the shrines of the cult”).
  Disadvantages: Replace Code of Honor (Chivalry) with
  Code of Honor (Soldier’s) [-10]. • Add Wealth (Strug-
  gling) [-10] to the final set of optional disadvantages.
  Skills: Change the Hidden Lore in the primary skills list to
  Naturalist (H) IQ-1 [2]-11. • Add Farming (A) IQ-1
  [1]-11 to the list of optional background skills.
  
  AGRICULTURAL
  PRIEST SPELLS
  Clerics of agricultural gods (whether using the cleric or
  druid templates) have the following spells available.
  PI 1: Identify Plant (Required), Beast-Soother, Detect Magic,
  Detect Poison, Final Rest, Lend Energy, Lend Vitality, Purify
  Air, Purify Earth, Purify Food, Purify Water, Recover
  Energy, Seek Earth, Seek Food, Seek Plant, Seek Water,
  Sense Life, Share Vitality, Stop Bleeding, Test Food, Vigor,
  and Warmth.
  PI 2: Heal Plant (Required), (Animal) Control, Aura, Beast
  Seeker, Bless Plants, Cleansing, Create Water, Extinguish
  Fire, Light, Minor Healing, Peaceful Sleep, Resist Cold, and
  Resist Disease.
  PI 3: Predict Weather (Required), Armor, Awaken, Bless, Body-
  Reading, Bravery, Command, Continual Light, Coolness,
  Create Food, Cure Disease, Find Direction, Glow, Healing
  Slumber, Major Healing, Neutralize Poison, Plant Sense,
  Quick March, Relieve Sickness, Remove Contagion, Resist
  Pain, Resist Poison, Sense Spirit, Shield, and Watchdog.
  PI 4: Rejuvenate Plant (Required), Affect Spirits, Beast Speech,
  Command Spirit (nature spirits), Compel Truth, Create
  Spring, Dispel Magic, Dispel Possession, Essential Food,
  Might, Oath, Plant Control, Plant Growth, Relieve Madness,
  Relieve Paralysis, Repel (Animal), Repel Hybrids, Repel
  Spirits, Resist Fire, Resist Lightning, Restore Hearing,
  Restore Memory, Restore Sight, Restore Speech, Shape
  Plant, Silence, Stop Paralysis, Strengthen Will, Summon
  Spirit, Sunlight, Umbrella, Weather Dome, and Wisdom.
  PI 5: Blossom (Required), Astral Vision, Breathe Water, Com-
  mand Spirit (any type), Control Elemental, Continual
  Sunlight, Create Plant, Curse, Divination, Earthquake,
  Entrap Spirit, Great Healing, Great Voice, Magic Resist-
  ance, Plant Speech, Protect Animal, Remove Curse,
  Restoration, Seeker, Shape Earth, Suspend Curse, Truth-
  sayer, Turn Spirit, and Vigil.
  PI 6: Alter Terrain, Animate Plant, Beast Summoning, Bind
  Spirit (any type), Create Animal, Drain Mana, Dry Spring,
  Instant Neutralize Poison, Instant Restoration, Planar Sum-
  mons (Divine Servitor), Plant Form, Pollen Cloud, Rain,
  Regeneration, Resurrection, Storm, Strike Barren, Sunbolt,
  Suspend Mana, Tangle Growth, Turn Zombie, Walk
  Through Plants, Water to Wine, and Wither Plant.
  GODS AND DEVOTEES
  9
  “Useless” Skills
  Some of the template modifications in this chapter
  will produce characters with skills that are not on the
  Suitable Skills list in Dungeon Fantasy 1. This is
  because these characters have to obey the dictates of
  their gods, who are interested in activities other than
  dungeon plundering. The points diverted to these skills
  may be regarded as a special price for playing more
  diverse characters – but remember that these are real,
  functional skills. Players might use them as opportuni-
  ties to test their creativity while exploring or traveling
  between dungeons!
  ARTIFICER GODS
  Artificer gods are patrons of craftsmen, blacksmiths, and
  inventors. They may seem a bit passive by nature to want their
  priests to join adventuring parties – but they are all in favor of
  adventurers having the best possible equipment, and they may
  well want to see it field-tested. Also, their priests are often pillars
  of the community, working with some of its most respectable
  members, and may see its defense as a duty. Lastly, an artificer
  god’s cult may want to locate and recover great inventions or
  magic items that have fallen into the wrong hands; the cult may
  send their more adventurous priests out to deal with this.
  Artificer Gods and Morality
  Artificer gods aren’t generally concerned with great moral
  issues; they focus even more strongly than most polytheistic
  gods on their allotted area of interest. They aren’t likely to be
  especially evil, unless the whole pantheon is corrupt, but they
  may be irascible or hotheaded. Their priests’ abilities likewise
  tend to be focused, without much of a moral aspect. Still, they
  believe in getting things done right, and they rarely have any
  objection to healing if it helps their work.
  Elements
  The most “natural” elements for the servitors of an artificer
  god are Order and Wisdom, and maybe War for an armorer
  god. A deity with an interest in mines might add Earth; one
  who uses a volcano as his forge might opt for Fire.
  SPECIAL POWERS
  Priests and holy warriors of artificer gods are often part-
  time craftsmen themselves, and may rely on their crafting
  skills when they operate as adventurers. Hence, they may
  sometimes use the rules and ideas introduced in Dungeon
  Fantasy 4: Sages for artificer PCs.
  Use the standard Holy power modifier for such devotees.
  However, the required disadvantages may include things like
  Compulsive Inventing, Curious, or Obsession. Such cults see
  extreme geekiness as a virtue! In that case, failure to follow
  these impulses wherever they lead – trying to pursue a more
  balanced life – causes withdrawal of the power.
  Use the standard Holy abilities list (Dungeon Fantasy 1,
  p. 22) for these characters, but Detect, Healing, Resistant to
  Evil Supernatural Powers, Spirit Empathy, and True Faith
  should be rare and may be prohibited at the GM’s option. Also,
  add Gadgeteer (PM, -10%) [23 or 45], Gizmos (PM, -10%)
  [5/gizmo], and Temperature Tolerance 1 to 4 (must be added to
  the “hot” end of the scale) (PM, -10%) [1/level] to the list. Power
  Investiture or Holiness is the applicable Talent.
  
  Furthermore, these characters can use the points that their
  templates give for Holy abilities to buy Equipment Bond
  (Dungeon Fantasy 4, p. 4), Signature Gear, or Weapon Bond
  instead, although these don’t count as Holy abilities as such.
  ARTIFICER-PRIESTS
  Use the cleric template for the priest of an artificer god,
  with the following lens applied.
  Advantages: In the options list, replace Healer Talent with
  Dungeon Artificer Talent (Dungeon Fantasy 4, p. 4)
  [5/level].
  Disadvantages: Allow Compulsive Inventing (6), Curious (6), or
  Obsession (Creating some specific wondrous work of craft;
  self-control number is 6 if this is relatively straightforward, 9
  if it requires a campaign’s worth of research, ingredient
  acquisition, and special preparation) as the required -10
  point disadvantage, if this is implied by the cult’s power
  modifier. These disadvantages can certainly be added to the
  optional disadvantages list, along with Oblivious [-5].
  Skills: Esoteric Medicine, Exorcism, and Hidden Lore are not
  required for such priests, although they are permitted; some
  or all of the 9 points assigned to those skills may instead be
  spent on Alchemy, Armoury, Engineer, Mechanic, or Traps.
  ARTIFICER-PRIEST SPELLS
  In addition to the following lists, it’s possible that high-
  priest NPCs also know Enchantment spells for creating holy
  items. Indeed, it’s likely. Even so, like wizardly enchantment,
  this capability isn’t available to delvers.
  PI 1: Armor, Coolness, Clean, Detect Magic, Identify Metal,
  Lend Energy, Measurement, Purify Air, Purify Water,
  Recover Energy, Resist Fire, Resist Pain, Resist Pressure,
  Stop Bleeding, and Test Load.
  PI 2: Find Weakness (Required), Cadence, Glitch, Final Rest,
  Ignite Fire, Lend Vitality, Minor Healing, Repair, Resist
  Acid, Resist Cold, Reveal Function, Seek Machine, Sharpen,
  Shield, and Soilproof.
  PI 3: Inspired Creation (Required), Affect Spirits, Animate
  Machine, Aura, Cleansing, Detect Poison, Gift of Letters,
  Heat, History, Locksmith, Magic Resistance, Flaming
  Weapon, Healing Slumber, Icy Weapon, Light, Metal Vision,
  Might, Schematic, Shape Metal, Shape Plant, and Vigor.
  PI 4: Bladeturning, Body-Reading, Continual Light, Create
  Water, Entrap Spirit, Dispel Magic, Divination, Gift of
  Tongues, Knot, Lockmaster, Major Healing, Malfunction,
  Manipulate, Missile Shield, Oath, Repel Spirits, Resist
  Lightning, Resist Poison, See Secrets, Seeker, Sense Spirit,
  Strengthen Will, Suspend Curse, and Wisdom.
  PI 5: Awaken Craft Spirit (Required), Ancient History, Astral
  Block, Astral Vision, Banish, Bind Spirit (any type), Bless,
  Command Spirit (any type), Create Fire, Cure Disease,
  Curse, Dispel Possession, Drain Mana, Great Healing, Pen-
  tagram, Relieve Paralysis, Remove Curse, Restoration,
  Shatter, Stone to Flesh, Summon Spirit, Suspend Mana,
  and Vigil.
  PI 6: Golem, Planar Summons (Divine Servitor), Regenera-
  tion, Instant Restoration, Neutralize Poison, Prehistory,
  Steelwraith, Stop Paralysis, and Turn Spirit.
  GODS AND DEVOTEES
  10
  Warrior servants of an artificer cult may be special
  agents, entrusted with the finest equipment that the cult
  can offer. They may even be seen as “special testers” above
  all, although their missions should always serve the god’s
  interests and objectives. Alternatively, they may themselves
  be expert craftsmen, who have decided that they ought to
  test their handiwork personally or make sure that it is only
  used for the right purposes. Some may resemble artificers
  as defined in Dungeon Fantasy 4 much more than tradi-
  tional knight in shining armor.
  Use the standard holy warrior template, with the follow-
  ing lens.
  Advantages: Replace the mandatory Higher Purpose with
  Gizmos 1 [5]. • Optionally replace the Shtick with a
  point in Equipment Bond, Signature Gear, or Weapon
  Bond.
  Disadvantages: Allow whatever is implied by the cult’s
  power modifier as the required -10 point disadvantage.
  • Add Oblivious [-5] to the optional disadvantages, and
  delete Compulsive Generosity and Intolerance from
  that list.
  Skills: Delete Esoteric Medicine, Exorcism, Hidden Lore,
  Physiology, and Psychology from the skills lists, and
  spend the 15 points this frees up on some combination of
  Alchemy, Armoury, Engineer, Mechanic, or Traps skills.
  Alternatively, use the Artificer template (Dungeon
  Fantasy 4, p. 5). Some or all of the points assigned to
  Dungeon Artificer, Equipment Bond, Gizmos, and Quick
  Gadgeteer may instead be spent on Holy abilities or
  Holiness. Additionally, -10 points that would normally
  come from the optional disadvantages list should instead
  come from Sense of Duty (Artificer Cult).
  Artificer Holy Warriors
  The only domain where
  the divine is visible is that
  of art, whatever name we
  choose to call it.
  –André Malraux
  
  Each city god is the patron and guardian of a particular
  metropolis, worshiped by its citizens and some exiles and colo-
  nial offshoots. This gives such deities strictly local power – but
  in their own regions of concern, they may be seen as the most
  important gods of all! If every city-state has its own city god,
  every war may be seen as a family feud within the pantheon.
  Dungeon Fantasy games, however, often have just one city
  of any significance – the generic “town” out of which the
  delvers operate. Hence, city clerics aren’t as limited as they
  might initially seem to be. Rather, their powers surge whenever
  the heroes return home to buy, sell, and rest, making them
  every bit as potent as bards and thieves on urban adventures.
  City gods are concerned with physical locations and ways to
  hold them. Their priests are granted a useful range of general
  powers and spells, but they work best in defense (and in poli-
  tics). However, some do venture (or more often are sent) out
  with parties of adventurers, to preemptively eliminate threats
  to the city, recapture stolen treasures – or prepare the way for
  wars of conquest.
  City Gods and Morality
  A city god’s moral standpoint tends to reflect or be reflected
  in the culture of the city. Most are, broadly speaking, quite
  Good, but rather parochial; they look after the people of their
  own city, protecting and healing, but don’t do many favors for
  outsiders. Some may be seen as Neutral, looking after the con-
  cerns of one community whether its members are good or bad,
  although few have much interest in Nature beyond that which
  is needed to ensure a communal food supply. Others, the dark
  gods of dark cities, are distinctly Evil, often demanding a con-
  tinuing supply of blood sacrifices.
  Elements
  City gods usually have a strong relationship with Order,
  although this isn’t always the appropriate choice of element.
  Good or Evil may be required for deities with a strong focus on
  morality of one sort or another. Earth can suit those who are
  associated with the stones or bricks of their city. Life is appro-
  priate for those who are most concerned with its people. Peace
  applies to those who diligently seek to conserve their chosen
  nations. Wisdom fits a patron of the people’s skills and crafts,
  or one who seeks to guide the city in all things.
  SPECIAL POWERS
  City-god devotees have a variant Holy power modifier,
  worth -20%. A character with access to such powers must have
  Sense of Duty (City) [-10]. He also suffers from a serious spe-
  cial limitation. For him, sanctity is closely tied to the god’s city.
  The god’s primary temple, usually at or near the center of the
  metropolis, is reliably high or very high sanctity (GM’s option
  which). Anywhere within the city or a moderate (no more than
  county-sized) area that the city government rules directly will
  generally be normal or better sanctity. Anywhere beyond that
  will usually be low sanctity. This means that, on many dungeon
  expeditions, city priests will be using their gifts at -5; that’s tough
  for them, but they can become real powerhouses when they get
  home. (If a “dungeon” expedition actually involves clearing
  monsters out of the city’s sewers or catacombs, the city priests
  will be at full power and kick butt for the city’s lord.)
  A colony with a carefully established temple to the god may
  rise to normal sanctity for these priests, and a small but well-
  sanctified shrine to the deity, even in an established embassy
  building in a foreign city, can be even better. Conversely, a shrine
  or temple to a rival city’s deity can drop the local sanctity level
  rapidly; wars between cities may involve a lot of sanctification
  and resanctification of local shrines across the war zone in an
  attempt to keep things good for the armies’ chaplains.
  Incidentally, all this applies even to members of the evil city
  cult of a dark metropolis, who don’t use the Dungeon
  Fantasy 3 rules for the Unholy power modifier. These people
  aren’t “excommunicated” in any meaningful sense; they are
  respected – or at least very deeply feared – members of their
  own community.
  The abilities lists for most city priests and the darker types
  are thus as follows.
  Holy Abilities: Allies (Divine servant of equal points; 12 or
  less; PM, -20%; Summonable, +100%) [18] or (15 or less) [27];
  Blessed (PM, -20%) [8]; Detect (PM, -20%) for evil [16], good
  [16], or supernatural beings [16]; Healing (Faith Healing,
  +20%; PM, -20%) [30]; Intuition (PM, -20%) [12]; Oracle
  (PM, -20%) [12]; Patron (Deity; 6 or less; Highly Accessible,
  +50%; PM, -20%; Special Abilities, +100%) [35] or (9 or less)
  [69]; Resistant to Evil Supernatural Powers (+3) or (+8)
  (PM, -20%) [4 or 6]; Spirit Empathy (PM, -20%) [8]; and True
  Faith (PM, -20%; Turning, +65%) [22].
  Unholy Abilities: Allies (Demon or undead of equal points;
  12 or less; PM, -20%; Summonable, +100%) [18] or (15 or less)
  [27]; Channeling (PM, -20%; Specialized, Demons, -50%) [3];
  Detect (PM, -20%) for evil [16], good [16], or supernatural
  beings [16]; Dread Touch (as in Dungeon Fantasy 3, p. 41, but
  PM is -20%) [14]; Medium (PM, -20%; Specialized,
  Demons, -50%) [3]; Patron (Deity; 6 or less; Highly Accessible,
  +50%; Minimal Intervention, -50%; PM, -20%; Special
  Abilities, +100%) [27] or (9 or less) [54]; Resistant to Good
  Supernatural Powers (+3) or (+8) (PM, -20%) [4 or 6]; Spirit
  Empathy (PM, -20%) [8]; and Terror (PM, -20%) [24].
  Power Investiture, Holiness, or Unholiness are applicable
  Talents.
  In addition to whichever of the above lists is appropriate,
  characters may reassign template points that would normally
  go to Holy/Unholy abilities to mortal Allies, Claims to
  Hospitality, or Contacts from within or near to their chosen
  city, although these are not treated as part of the abilities lists.
  Incidentally, a Claim to Hospitality within the “campaign
  town” eliminates the $150/week to stay parked there
  (Dungeon Fantasy 2: Dungeons, p. 4) for the cleric only.
  It can provide a meeting place and occasional hangout for
  him and one or two respectable friends (a dungeoneering
  party full of rogues and barbarians is not respectable!).
  Asking for shelter when being hunted, or a short-term loan
  of up to $100, calls for a reaction roll, at the usual +3 for
  Claim to Hospitality, and needs a Good or better result.
  GODS AND DEVOTEES
  11
  CITY GODS
  
  Smashing up the place or failing to repay a loan on schedule
  results in the loss of the advantage. Relying on the Claim to
  Hospitality too regularly means that the host will start asking
  for favors in return, at the GM’s whim.
  CITY PRIESTS
  A city priest typically uses the standard cleric
  template with the following lens applied.
  Advantages:
  Change the required Power
  Investiture to Power Investiture 3 (Highly
  Localized, -10%) [27], and the optional addi-
  tional levels to Power Investiture 4 or 5
  (Highly Localized, -10%) [9 or 18]. The limi-
  tation means that the cleric suffers the same
  problems with highly localized sanctity with
  his spell use as with his Holy (or Unholy)
  abilities. • Raise the base points for Holy abili-
  ties to 28. (Note that some of these points may alternatively
  go on Allies, Claim to Hospitality, or Contacts, as mentioned
  on p. 11.)
  Disadvantages: The cleric’s first, required disadvantage must
  be Sense of Duty (City) [-10]; Honesty and Vow are still
  available as optional disadvantages, however.
  Skills: In the primary skills, reduce either Esoteric Medicine or
  Exorcism by one level, making the cost [2], and add Area
  Knowledge (City) (E) IQ+1 [2]-15. • Add Current Affairs
  (Regional) (E) IQ [1]-14 to the optional background skills.
  For priests of evil city gods, many of the adjustments from
  the evil cleric lens apply. The required disadvantage is still
  Sense of Duty (City), however, and the 2 points required for
  Area Knowledge now come from either Exorcism or Poisons.
  CITY PRIEST SPELLS
  Clerics of city gods have the following spells available.
  PI 1: Armor, Aura, Awaken, Bravery, Clean, Coolness, Detect
  Magic, Detect Poison, Extinguish Fire, Final Rest, Find
  Direction, Know Location, Lend Energy, Lend Vitality, Light,
  Magelock, Might, Purify Earth, Purify Water, Recover
  Energy, Seek Food, Seek Water, Sense Danger, Sense Spirit,
  Share Vitality, Shield, Silence, Tell Position,
  Tell Time, Vigor, Warmth, and Watchdog.
  PI 2: Oath (Required), Cleansing, Com-
  mand, Command Spirit (spirits of the
  city), Compel Truth, Create Water,
  Glow, Great Voice, Hide Emotion,
  Minor Healing, Nightingale, Peaceful
  Sleep, Persuasion, Purify Air, Purify
  Food, Relieve Sickness, Remove Conta-
  gion, Resist Cold, Resist Disease, Resist
  Fire, Resist Lightning, Resist Pain,
  Resist Poison, Seek Earth, Soilproof,
  Summon Spirit, Truthsayer, Turn
  Spirit, Turn Zombie, and Umbrella.
  PI 3: Affect Spirits, Body-Reading, Com-
  mand Spirit (any type), Continual Light, Create Food, Cure
  Disease, Dispel Possession, Healing Slumber, Magic Resist-
  ance, Major Healing, Plant Growth, Preserve Food, Repel
  Spirits, Restore Hearing, Restore Memory, Restore Sight,
  Restore Speech, Seeker, Sense Life, Stop Bleeding,
  Strengthen Will, Test Food, Weather Dome, and Wisdom.
  PI 4: Vigil (Required), Astral Block, Banish, Bind Spirit (any
  type), Bless Plants, Dispel Magic, Divination, Gift of Letters,
  Gift of Tongues, Great Healing, Mystic Mist, Neutralize Poi-
  son, Pathfinder, Pentagram, Relieve Madness, Relieve
  Paralysis, Resist Acid, Restoration, Sanctuary, Silver
  Tongue, Sunlight, Suspend Curse, and Suspend Mana.
  PI 5: (Animal) Control, Astral Vision, Bless, Curse, Drain
  Mana, Entrap Spirit, Essential Food, Instant Neutralize
  Poison, Monk’s Banquet, Planar Summons (Divine Servi-
  tor), Predict Earth Movement, Predict Weather, Protect Ani-
  mal, Quick March, Rain, Regeneration, Remember Path,
  Remove Curse, Resist Pressure, Rider, See Secrets, Shape
  Earth, Stop Paralysis, Strike Barren, and Water to Wine.
  PI 6: Create Spring (Required), Alter Terrain, Blight, Continual
  Sunlight, Control Elemental, Dry Spring, Earthquake,
  Instant Restoration, and Suspended Animation.
  GODS AND DEVOTEES
  12
  Those holy warriors dedicated to a city god are the
  champions and defenders of the city. They behave much
  like “standard” holy warriors in many ways, although they
  tend to be a bit more communally minded. Use the stan-
  dard holy warrior template with this lens.
  Advantages: Add a second level of Born War Leader to the
  required advantages (adjusting any relevant skills accord-
  ingly), and delete the mandatory Higher Purpose.
  Disadvantages: The required disadvantage is always
  Sense of Duty (City) [-10], although Honesty and Vow
  are still available among the optional disadvantages.
  • Replace Code of Honor (Chivalry) with Code of
  Honor (Soldier’s) [-10].
  Skills: Reduce Exorcism in the primary skills list by one
  level, saving 2 points, and delete Hidden Lore from that
  list, replacing it with Area Knowledge (City and Envi-
  rons) (E) IQ+2 [4]-14. • In the secondary skills list,
  change Leadership to IQ+3 [4]-15 (including +2 for
  Born War Leader), delete Physiology and Psychology,
  and add Diplomacy (H) IQ-2 [1]-10 and Public Speaking
  (A) IQ+1 [4]-13. • Add Current Affairs (Regional) (E) IQ
  [1]-12 and Hidden Lore (Demons or Undead) (A) IQ-1
  [1]-11 to the optional background skills.
  For unholy warriors of evil cities, apply the unholy war-
  rior lens to the templates as modified above. Higher Pur-
  pose is still replaced by another level of Born War Leader,
  while Social Stigma (Excommunicated) is replaced by
  Sense of Duty (City-God Cult). Instead of Diplomacy, add
  Interrogation (A) IQ-1 [1]-11 to the secondary skills, delet-
  ing it from among the optional background skills.
  Urban Holy Warriors
  
  Gods of death aren’t usually concerned so much with the
  process of dying as with rule over the dead. They may seem
  macabre and hostile to humanity, but death is a part of reality,
  and if there is an afterlife, someone has to make sure that the
  dead reach the correct part of it, and to govern and manage it.
  Many death gods are rulers of the underworld beyond all else,
  with a ruler’s proper pride in their realm. They may even have
  as much power there as the ruler of all the gods has in the rest
  of the universe.
  Death Gods and Morality
  Death gods are inevitably at least a bit chilly and uninter-
  ested in normal human priorities. Many afterlives are bleak
  underworlds; if there are better places where the better souls
  go for a reward, they tend to be outside the death god’s scope.
  Hence, few death gods can really be seen as Good – but
  many of them are at least strongly “lawful.” The best of them
  are comforting guides or incorruptible judges, and if some of
  them are, in effect, morally Neutral, it’s because they enforce
  the laws of reality above all else. Furthermore, while death may
  be natural, few death gods are close to the druidic powers of
  Nature, which are more about the fecundity of life. (Indeed, a
  death/nature god might well be a rather scary power of decay.)
  Evil death gods dream of extending their realm, bringing doom
  to the whole universe or expanding their underworld to
  encompass the mortal world or other spirit realms.
  Death gods can have varied attitudes about undead. Lawful
  guides and judges see such beings as violations of the order of
  things, and want them destroyed as quickly as possible. Other
  death gods may consider mindless zombies and animated
  skeletons as their own tools – a reasonable employment for the
  remains of mortals who have come under their authority –
  while regarding free-willed undead such as vampires as rene-
  gades to be recaptured. Others again may see all undead as
  favored servants, to be permitted to continue spreading the
  power of death among the living (so long as they respect the
  god, of course).
  Elements
  Strangely enough, Death isn’t always the right element for a
  death god; a deity who disapproves of the very idea of zombies
  isn’t going to assign servitors with the power to create them!
  Indeed, this class of god can have all sorts of associated ele-
  ments, depending on the exact nature or the god’s myths; Chaos,
  Darkness, Disease, Evil, Fear, or Order are all possibilities.
  SPECIAL POWERS
  Devotees of death gods may have Holy or Unholy powers,
  depending how evil the god happens to be – the difference is
  largely one of name. Their Holy or Unholy abilities may take
  either of the related power modifier, depending whether the
  god’s followers are a disciplined temple or a sinister under-
  ground cult. With a Holy power modifier, the required disad-
  vantage is usually the Sense of Duty (Coreligionists) or a Vow to
  protect and support the cult – which is worth -10 points because
  death-god cults so often face hostility due to misunderstandings
  or to their all-too-well-understood activities. “Undertaker cults”
  often find themselves acting as the first line of defense against
  necromancers in search of useful ingredients . . .
  The actual advantages to which they gain access may come
  from either the Holy or Unholy abilities lists, more or less irre-
  spective of the god’s actual moral position: Many priests of
  quite benevolent funereal gods have Terror, while devotees of
  some dark deities have True Faith (Turning), as they can com-
  mand the undead not to bother them, or are Blessed with
  insights from the realms of death. However, Healing is prohib-
  ited – those death gods who do allow their priests to heal peo-
  ple have to grant spells for the purpose – and other advantages
  may not be available from specific gods, depending on their
  particular natures and policies.
  The GM has the final say as to what a god will allow his wor-
  shipers, but certainly only the darkest sorts will give Dread
  Touch, or grant Channeling or Medium specialized for demons.
  However, some may add Channeling or Medium specialized for
  the spirits of the dead to the list instead (at the same cost as for
  demons). Lastly, any death god who acts as a Patron is likely to
  add the Minimal Intervention limitation, making the advantage
  Patron (Deity; 6 or less; Highly Accessible, +50%; PM, -10%;
  Minimal Intervention, -50%; Special Abilities, +100%) [29] or (9
  or less) [57]. Death gods are rarely chummy or excessively help-
  ful, expecting their worshipers to be able to deal with the harsh-
  ness of the universe for themselves!
  PRIESTS OF DEATH
  The standard cleric template works quite well for priests of
  death gods, with the evil cleric lens applied as necessary.
  However, in all cases, apply the following additional lens.
  Advantages: Healer Talent is unavailable.
  Disadvantages: Callous [-5], On the Edge [-15*], and Super-
  natural Features (Pallor) [-10] are available as optional dis-
  advantages even to priests of kinder or Neutral death gods.
  Skills: Priests of non-evil death gods replace Esoteric Medicine
  with Professional Skill (Mortician) (A) IQ+1 [4]-15 (granting
  knowledge of embalming methods, practical funeral arrange-
  ments, and so on). • Some cults favor highly symbolic
  scythes as clerical weapons; for them, add Polearm (A) DX+3
  [12]-15 to the list of optional melee skills packages. • All
  types add Esoteric Medicine (Holy) (H) Per-2 [1]-12, Intimi-
  dation (A) Will-1 [1]-13, Professional Skill (Mortician) (A)
  IQ-1 [1]-13, and Surgery (VH) IQ-3 [1]-11 to the list of
  optional background skills, if they don’t have them already.
  DEATH PRIEST SPELLS
  Priests of death gods may be granted healing spells for the
  good of the cult – they serve death, not harm, remember – but
  they must take special care not to offend their deity in using
  them. Some high priests of some death gods may even be
  granted use of the Resurrection spell, but casting it is going to
  involve direct communication with the god, and require a well-
  presented explanation as to why this particular individual
  should be permitted back into the world of the living!
  GODS AND DEVOTEES
  13
  DEATH GODS
  
  Likewise, while many such priests are given spells that cre-
  ate zombie servants, those who serve gods who maintain the
  distinctions between life and death may prohibit (and abomi-
  nate) such magic. The GM must determine what any given
  deity’s position is on such matters.
  PI 1: Decay (Required), Armor, Aura, Body-Reading, Bravery,
  Cleansing, Coolness, Detect Magic, Detect Poison, Final
  Rest, Lend Energy, Lend Vitality, Night Vision, Recover
  Energy, Sense Life, Sense Spirit, Share Vitality, Silence,
  Stench, and Turn Zombie.
  PI 2: Awaken, Command, Compel Truth, Control Zombie,
  Dark Vision, Death Vision, Frailty, Minor Healing, Resist
  Cold, Resist Disease, Resist Pain, Resist Poison, Resist Pres-
  sure, Shield, Stop Bleeding, Summon Spirit, Turn Spirit,
  and Watchdog.
  PI 3: Command Spirit (death spirits, ghosts, etc.) (Required),
  Affect Spirits, Astral Vision, Dispel Possession, Great
  Voice, Healing Slumber, Magic Resistance, Might, Neu-
  tralize Poison, Oath, Pestilence, Remove Contagion, Repel
  (Animal), Repel Spirits, Seeker, Strengthen Will, Strike
  Numb, Suspended Animation, Test Food, Wisdom, Wither
  Limb, and Zombie.
  PI 4: Terror (Required), Astral Block, Banish, Bind Spirit
  (ghosts and undead), Cold, Command Spirit (demons), Cre-
  ate Water, Cure Disease, Devitalize Air, Dispel Magic, Div-
  ination, Monk’s Banquet, Peaceful Sleep, Purify Air, Purify
  Water, Relieve Paralysis, Repel Hybrids, Resist Acid, See
  Secrets, Strike Barren, Suspend Curse, Truthsayer, Vigor,
  Vigil, and Zombie Summoning.
  PI 5: Curse (Required), Bind Spirit (demons), Bless, Create Food,
  Entrap Spirit, Gift of Letters, Gift of Tongues, Glow, Icy
  Weapon, Major Healing, Mass Zombie, Pentagram, Relieve
  Madness, Remove Curse, Resist Fire, Resist Lightning, Rot-
  ting Death, Ruin, Stop Paralysis, and Suspend Mana.
  PI 6: Bind Spirit (any type), Command Spirit (any type),
  Drain Mana, Great Healing, Planar Summons (Divine
  Servitor), Regeneration, Resurrection, Sanctuary, and
  Summon Demon.
  GODS AND DEVOTEES
  14
  The dark champions of a death god are a grim and dour
  bunch. Even if the deity they serve is an essentially benev-
  olent warden of the frontiers of life and death, his holy
  warriors are people who choose to walk those frontiers and
  make death their regular concern – and the sworn warriors
  of malevolent death gods can be truly horrific beings.
  Black armor and darkened blades are de rigueur!
  Base such characters on the standard holy warrior tem-
  plate, with the unholy warrior lens added for members of
  outlaw death cults, and the following adjustments.
  Advantages: Alter the Higher Purpose to suit the specific
  god’s priorities, such as “Preserve the boundaries of life
  and death,” “Locate and destroy unauthorized undead,”
  “Guard tombs and graves from despoilers,” and “Bring
  the entire universe down to the underworld.” • If the
  specific deity generally approves of undead, the Shtick
  can become Legionary of the Damned (as for an unholy
  warrior), or “Always looks good in black” (the character
  will never be penalized on his social skills for inappro-
  priate, dirty, or scruffy garb; he always receives full
  appearance bonuses in face-to-face dealings, provided
  that he’s wearing an all-black ensemble – in fact, dirt
  never seems to stick to black clothes he’s wearing – and
  he can wear black in order to avoid penalties to Stealth
  and then a moment later step from the shadows and use
  skills such as Leadership or Intimidation without miss-
  ing a beat).
  Disadvantages: If the character takes a Sense of Duty, this
  will often be to the cult or something related to its
  ideals; also, even unholy warriors can only take Social
  Stigma (Excommunicated) if the cult has been driven
  underground – otherwise, take an appropriate Sense of
  Duty instead. • Delete Code of Honor (Chivalry) from
  the optional disadvantages.
  Skills: Note that these characters will often spend points
  from quirks or additional disadvantages to raise their
  Intimidation skill.
  Holy Warriors of Death
  EARTH GODS
  Earth gods are primal, elemental deities – rulers of the most
  solidly substantial component of material reality. The power of
  earth is generally seen as physically powerful rather than intel-
  ligent, but it’s never wise to underestimate the mental powers
  of a god. Some earth deities are among the most ancient mem-
  bers of their pantheons, acting as father figures even if they
  have ceded rule to younger gods. Others are more like agricul-
  tural deities or are linked to the druidic power of nature, being
  gods of the products of the earth more than of the earth itself.
  The powers and spells granted by such a deity tend to reflect
  the stolid resilience of the earth, and provide some access to its
  fruits. They may include some healing effects, if only for the
  good of the cult, but nothing very subtle on these lines. A few
  legendary earth priests can ask the earth to give up its dead.
  Earth Gods and Morality
  Their primal aspect makes many earth gods essentially
  morally Neutral and perhaps inclined to Nature; the earth isn’t
  Good or Evil, it just is. However, the fertile soil is a Good thing
  from the human point of view, and some earth gods are the
  rugged strong base for their pantheon’s morality.
  
  Thus, few earth deities are downright Evil. Those who
  might be seen that way tend to be especially primal and
  uncaring, perhaps including underworld monsters among
  their subjects. The priests of such a darkly chthonic deity
  might well be appropriate opponents for bands of dun-
  geon delvers.
  Elements
  Alongside Earth itself, earth gods may well be linked to
  elements such as Good, Evil, Nature, or Order.
  SPECIAL POWERS
  Use the standard Holy/Holiness power modifier, abili-
  ties, and Talent for worshipers of the earth (or the Unholy
  versions for devotees of darkly chthonic powers).
  However, delete Intuition from the abilities list, and add
  Damage Resistance 1 or 2 (Limited, Elemental, -20%;
  PM, -10%) [4 or 7], High Pain Threshold (PM, -10%) [9],
  Lifting Strength +1 to +3 (PM, -10%) [3/level], Night
  Vision 1 to 9 (PM, -10%) [1/level], and Resistant to
  Metabolic Hazards (+3) or (+8) (PM, -10%) [9 or 14].
  Furthermore, True Faith loses the Turning enhancement,
  reducing the cost for that to [14].
  EARTH PRIESTS
  Either the cleric or the druid template may be appro-
  priate for an earth priest, depending on the nature of the
  cult and its deity. For a secret, dark earth cult, apply the evil
  cleric lens to the former. In all cases, add Geology (H) IQ-2
  [1]-12 to the lists of optional background skills.
  If using the druid template, replace Power Investiture
  (Druidic) with Power Investiture (Holy or Unholy, as appropri-
  ate), Druidic abilities with Holy (or Unholy) abilities, and
  druidic spells with clerical (earth priest) spells. Change all
  “Druidic” skill specializations to “Holy” (or “Unholy”).
  EARTH PRIEST SPELLS
  Clerics of earth gods (whether using the cleric or druid tem-
  plates) have the following spells available.
  PI 1: Seek Earth (Required), Armor, Bravery, Detect Magic,
  Find Direction, Lend Energy, Lend Vitality, Might, Predict
  Earth Movement, Purify Earth, Recover Energy, Resist
  Pressure, Seek Coastline, Seek Pass, Share Vitality, Shield,
  Tell Position, and Vigor.
  PI 2: Earth to Stone (Required), Final Rest, Identify Plant,
  Know Location, Magic Resistance, Minor Healing, Resist
  Cold, Resist Fire, Resist Lightning, Sense Spirit, Stone to
  Earth, and Strengthen Will.
  PI 3: Shape Earth (Required), Aura, Body-Reading, Command,
  Create Water, Dry Spring, Great Voice, Light Tread, Oath,
  Pathfinder, Purify Water, Remember Path, Resist Acid,
  Resist Pain, Resist Poison, Seek Plant, Seek Water, Soil-
  proof, Summon (Earth) Elemental, Summon Spirit, and
  Turn Spirit.
  PI 4: Control (Earth) Elemental (Required), Affect Spirits, Astral
  Block, Astral Vision, Banish, Bless Plants, Climbing, Com-
  mand Spirit (any type), Create Spring, Dispel Magic, Dispel
  Possession, Divination, Earthquake, False Tracks, Major
  Healing, Neutralize Poison, Plant Growth, Relieve Sickness,
  Repel Spirits, Resist Disease, Remove Contagion, Stop Paral-
  ysis, Suspend Curse, Turn Zombie, Vigil, and Wisdom.
  PI 5: Alter Terrain, Bless, Create (Earth) Elemental, Create
  Food, Cure Disease, Curse, Entombment, Entrap Spirit,
  Flesh to Stone, Monk’s Banquet, Move Terrain, Pentagram,
  Plant Speech, Remove Curse, Restoration, Sandstorm, See
  Secrets, Stone Missile, Stone to Flesh, Suspend Mana, and
  Suspended Animation.
  PI 6: Walk Through Earth (Required), Bind Spirit (any type),
  Blight, Drain Mana, Geyser, Great Healing, Planar Summons
  (Divine Servitor), Resurrection, Sanctuary, and Volcano.
  GODS AND DEVOTEES
  15
  Holy Warriors 
  of the Earth
  The champions of an earth cult are rugged defenders of
  cult shrines or sacred places. Symbolically, they should be
  robust, and practically, they tend to focus on defensive abili-
  ties. Some may instead be aggressive champions of humanity
  who specialize in fighting subterranean monsters – or equally
  aggressive allies to dark underground powers.
  Use the holy warrior template, modified as follows.
  Advantages: Delete the mandatory Higher Purpose, and put
  another 5 points into Holy abilities.
  Disadvantages: The optional Sense of Duty is usually to the
  cult and its allies, and the Code of Honor (Chivalry)
  becomes Code of Honor (Soldier’s) [-10].
  Skills: The required Hidden Lore skill specialization becomes
  “Subterranean Creatures.” • Add Geology (H) IQ-2 [1]-10
  to the lists of optional background skills.
  For champions of the dark depths, apply the unholy war-
  rior lens. However, Social Stigma (Excommunicated) is only
  required for secret, cursed cults; otherwise, replace it with
  Sense of Duty (Cult). Also, add Phobia (Open Spaces) [-10*]
  to the list of optional disadvantages.
  Those who dwell among the beauties and mysteries of the earth are never
  alone or weary of life.
  – Rachel Carson
  
  Fire can serve many purposes, and fire gods vary quite a lot.
  Some (such as the Hawaiian Pele at her most volcanic) are
  ancient powers of chaos and destruction. Some (such as the
  Chinese Zhu Rong) are energetic warriors with purifying
  power. Some (such as the Hindu Agni) act as messengers
  between earth and other gods (carrying sacrifices from one to
  the other). Some (such as the Norse Loki) are nigh-demonic
  menaces. Others (such as the Roman Vesta) are defenders of
  the hearth and home. In some cases, artificer gods (see pp. 9-
  10) fill this role in a pantheon, with their blacksmith forges as
  the seat of cosmic fire.
  Fire priests are given active, energetic powers by their
  deities, but fire is quite a flexible element, at least symbolically
  – its capabilities include burning out impurities, cauterizing
  wounds, and driving off wild animals. Still, fire gods generally
  expect active, dynamic, even incendiary behavior from their
  worshipers. Some of their priests and holy warriors may carry
  low-tech flamethrowers (see p. 34)!
  Fire Gods and Morality
  Fire deities are a morally varied bunch. Their exact stance
  depends on whether they serve as defenders and
  purifiers, manifestations of raw elemental power,
  or terrible embodiments of destruction. Mostly,
  they tend to the Good, as they provide the warmth
  and light that humanity needs – but an Evil god of
  hellfire would be perfectly possible.
  Elements
  The standard element for a fire deity is of course
  Fire. In addition to that and the usual Good, Evil,
  and Nature to reflect the god’s morality, a fire god
  might also be associated with elements such as
  Chaos, Fear, Light, Order, War, or Wisdom, depend-
  ing on his personality and symbolism.
  SPECIAL POWERS
  A fire deity’s mortal servants can take the stan-
  dard Holy power modifier and abilities, and the
  related Talent, but replace the usual version of
  Healing with Healing (Faith Healing, +20%;
  Disease Only, -40%; PM, -10%) [21] – the raw power
  of fire can burn out infections, but healing wounds
  requires more subtle magic – and True Faith loses the Turning
  enhancement, reducing the cost for that to [14]. Also, add
  Damage Resistance 1 or 2 (Limited, Elemental, -20%;
  PM, -10%) [4 or 7] and Temperature Tolerance 1 to 6 (must be
  added to the “hot” end of the scale) (PM, -10%) [1/level] to the
  advantage list.
  For an evil fire cult, use Unholy Might, add Damage
  Resistance and Temperature Tolerance as above, and replace
  Dread Touch with Hellfire Touch; this is Burning Attack 2d
  (Affects Insubstantial, +20%; Armor Divisor (2), +50%; Costs
  Fatigue, 1 FP, -5%; Melee Attack, Reach C, Cannot Parry, -35%;
  PM, -10%) [12]. Additionally, Neutral or Good fire clerics
  might also have access to this advantage, with GM permission.
  In either case, a god who expects simple, direct “worship”
  may accept Pyromania (6) [-10] as the required disadvantage
  associated with the power modifier instead of the more usual
  options. This makes for a rather odd cult, though!
  FIRE PRIESTS
  The cleric template can be used for fire priests; for wor-
  shipers of evil fire, add the evil cleric lens. In all cases, apply
  the following additional lens.
  Disadvantages: Delete Fat, Overweight, and Laziness from the
  lists of options where they occur, and add Pyromania [-5*]
  to those lists.
  Skills: Delete Esoteric Medicine from the cleric’s primary skills
  list, and Poisons from that of the Evil version. • The char-
  acter must take two of Innate Attack, Throwing, or Sling, as
  listed, or take one of them and add Liquid Projector
  (Flamethrower) (E) DX+2 [4]-14. • Add to the list of
  optional background skills Esoteric Medicine (Holy) (H)
  Per-2 [1]-12 for non-Evil priests, and Poisons (H) IQ-2
  [1]-12 for the Evil versions.
  FIRE PRIEST SPELLS
  Clerics of fire gods have the following spells available.
  PI 1: Ignite Fire (Required), Bravery, Cleansing, Detect Magic,
  Final Rest, Flaming Weapon, Lend Energy, Lend Vitality,
  Light, Recover Energy, Resist Cold, Resist Fire, Seek Fire,
  Sense Spirit, Shape Fire, and Share Vitality.
  PI 2: Fast Fire (Required), Armor, Aura, Continual Light,
  Deflect Energy, Extinguish Fire, Glow, Melt Ice, Minor
  Healing, Purify Air, Summon Spirit, Turn Spirit, Vigor, Wall
  of Light, Warm, and Warmth.
  GODS AND DEVOTEES
  16
  FIRE GODS
  Holy Warriors of Fire
  The exact nature of a warrior of fire will depend on what the faith
  regards as good religious behavior – but it would be surprising if the
  warrior was anything other than an energetic fury in a fight, in
  defense or attack. Hearth gods expect the sanctity of the home to be
  preserved, gods of purifying flame want their devotees to obliterate
  all that is unholy, powers of cosmic destruction command destruc-
  tion, and so on.
  Start with the holy warrior template, with the unholy warrior
  lens applied if the fire god in question is dedicated to violence and
  destruction, and adjust the Higher Purpose to suit the specific cult’s
  ideals. Then alter the disadvantages similarly; for example, a hearth
  cult might require Sense of Duty (The Faithful), while a sect of fren-
  zied destroyers (even if committed to essentially good ends) might
  have Berserk as an option. Pyromania [-5*] should certainly be com-
  mon, although not mandatory. Lastly, add Liquid Projector
  (Flamethrower) (E) DX+2 [4]-15 to the list of available missile skills.
  
  PI 3: Create Fire (Required), Affect Spirits, Clean, Coolness,
  Flaming Missiles, Magic Resistance, Purify Food, Relieve
  Sickness, Remove Contagion, Repel Spirits, Resist Disease,
  Resist Poison, Resist Lightning, Shield, Smoke, Stop Bleed-
  ing, Summon (Fire) Elemental, and Turn Zombie.
  PI 4: Control (Fire) Elemental (Required), Astral Block, Astral
  Vision, Banish, Burning Touch, Command Spirit (any type),
  Cure Disease, Destroy Water, Dispel Magic, Dispel Posses-
  sion, Divination, Major Healing, Oath, Repel (Animal),
  Resist Acid, Resist Pain, and Shape Air.
  PI 5: Bless, Command, Create (Fire) Elemental, Curse, Essen-
  tial Food, Fireball, Neutralize Poison, Relieve Madness,
  Remove Curse, Repel Hybrids, Strengthen Will, Sunlight,
  Suspend Curse, Umbrella, Volcano, and Weather Dome.
  PI 6: Essential Flame (Required), Blight, Body of Flames,
  Drain Mana, Entrap Spirit, Explosive Fireball, Gift of
  Tongues, Instant Neutralize Poison, Monk’s Banquet, Penta-
  gram, Planar Summons (Divine Servitor), Rain of Fire,
  Sanctuary, and Wither Plant.
  GODS AND DEVOTEES
  17
  GODS OF THE HUNT
  In a nomadic or very low-tech society, the hunt is a signifi-
  cant source of food and other supplies, and the god who gov-
  erns it is bound to be important. In more settled societies,
  hunting is generally a hobby for the upper classes, and hunter
  gods are likely to be favored by the aristocracy – although
  many people may hunt sometimes, and these gods may have
  general authority over wildlife, horses, dogs, or whatever.
  A god of the hunt is concerned with both animals and
  weapons (but not military tactics) and with good or bad for-
  tune in the chase. He may be worshiped by scouts and archers
  – high skill with ranged weapons often being more important
  to hunters than to the mass of soldiers. He may also be
  regarded with fear, as a god of wild and bloody nature with lit-
  tle interest in normal human concerns.
  Gods of the Hunt and Morality
  Hunter gods assist humans in finding food, but they are also
  gods of bloodshed and uncertain luck; their general moral posi-
  tion may easily range from Good to Neutral or Nature-oriented.
  A few may be dark and dangerous figures, interested only in the
  chase and the kill, and may even be seen as downright Evil.
  Elements
  Most hunter gods are associated with Nature, and many –
  cunning hunters above all – might apply the element of
  Deception to their servitors. Fear fits “wild hunt” types, while
  Travel might be appropriate for swift hunters.
  Incidentally, hunter gods might well grant supernatural ani-
  mals instead of the usual divine servitor types as Allies to their
  followers; see Celestial Steeds and Holy Hounds on p. 13 of
  Dungeon Fantasy 5 for discussion of such possibilities.
  SPECIAL POWERS
  Use the Druidic Abilities list instead of Holy abilities for any
  devotee of the hunt, regardless of moral position, except that
  the available Allies may be divine servants, Speak with Plants
  is deleted, and Patron (Deity) as in the Holy abilities list may
  be allowed at the GM’s option, possibly with the Minimal
  Intervention modifier. (Hunter gods expect their worshipers to
  be able to look after themselves.) However, the power modifier
  applied can be Holy or Unholy rather than Druidic if that suits
  the god’s attitudes better, and the applicable Talent may be
  Holiness, Unholiness, or clerical-style Power Investiture.
  Characters with Mind Control or Speak With Animals may
  be prohibited from using them during normal hunts; that
  would be unsporting.
  PRIESTS OF THE HUNT
  Either the cleric or the druid template may be appropriate
  for a priest of the hunt, depending on the exact nature of the
  cult – indeed, some such gods may have priests who fit in both
  categories, depending on their exact background and duties.
  If a character is built using the cleric template, apply the fol-
  lowing lens.
  Advantages: Use Druidic rather than Holy or Unholy abilities,
  as discussed above.
  Disadvantages: Replace Vow (No edged weapons) with Vow
  (Hunt at least once every two days and don’t return home
  until you’ve made a kill) [-10]. • Delete Overweight and Fat
  from among the options.
  Skills: Replace Esoteric Medicine and Exorcism in the primary
  skills and Hidden Lore and Public Speaking from the sec-
  ondary skills with 10 points spent on any combination of
  Animal Handling (Any), Falconry, Fishing, Hiking, Natural-
  ist, Navigation (Land), Riding (Any), Running, Survival
  (Any), or Tracking. • Replace Broadsword with Spear (at
  the same level) in the relevant melee skills package, and add
  Spear (A) DX+3 [12]-15 as a fourth package. • Replace the
  list of optional background skills with five of Climbing (A)
  DX-1 [1]-11, Esoteric Medicine (Holy) (H) Per-2 [1]-12,
  Exorcism (H) Will-2 [1]-12, Gesture (E) IQ [1]-14, Observa-
  tion (A) Per-1 [1]-13, Public Speaking (A) IQ-1 [1]-13,
  Research (A) IQ-1 [1]-13, Stealth (A) DX-1 [1]-11, or any of
  the above optional primary skills not otherwise taken at the
  1-point level.
  For evil hunter gods, apply the evil cleric lens to this modi-
  fied cleric template, deleting Laziness from the list of optional
  disadvantages.
  If using the druid template, apply the following alterations:
  Replace Power Investiture (Druidic) with Power Investiture
  (Holy or Unholy) if necessary. Add any disadvantage that this
  sort of power requires to the first optional disadvantages list.
  Replace druidic spells with clerical (hunter-priest) spells
  (p. 18). Change the Religious Ritual and Theology skill special-
  izations to “Hunter Cult.”
  
  HUNTER-PRIEST SPELLS
  Clerics of gods of the hunt have the following spells available.
  PI 1: Find Direction (Required), Armor, Aura, Beast-Rouser,
  Beast Seeker, Beast-Soother, Body-Reading, Bravery,
  Cleansing, Coolness, Detect Magic, Detect Poison, Hawk
  Vision, Lend Energy, Lend Vitality, Light, Might, No-Smell,
  Purify Water, Quick March, Recover Energy, Sense Life,
  Share Vitality, Stop Bleeding, Tell Position, Test Food, Vigor,
  and Warmth.
  PI 2: (Animal) Control, Awaken, Beast Link, Beast Speech, Final
  Rest, Hide Path, Identify Plant, Know Location, Light Tread,
  Master, Minor Healing, Night Vision, Pathfinder, Peaceful
  Sleep, Prepare Game, Purify Food, Relieve Sickness, Remove
  Contagion, Resist Cold, Resist Disease, Resist Lightning,
  Resist Pain, Resist Poison, Rider, Seek Food, Seek Pass, Seek
  Plant, Seek Water, Seeker, Sense Life, and Silence.
  PI 3: Remember Path (Required), Beast Summoning, Climb-
  ing, Command Spirit (any type), Cure Disease, Extinguish
  Fire, False Tracks, Healing Slumber, Magic Resistance,
  Major Healing, Neutralize Poison, Panic, Plant Sense, Plant
  Vision, Purify Air, Repel (Animal), Resist Fire, Resist Pres-
  sure, Shield, Snow Shoes, Stop Paralysis, Summon Spirit,
  Swim, Turn Spirit, Umbrella, Walk Through Plants, Walk
  Through Wood, and Watchdog.
  PI 4: Protect Animal (Required), Banish, Breathe Water, Com-
  mand, Conceal, Create Food, Dispel Magic, Dispel Posses-
  sion, Divination, Essential Food, Fog, Gift of Tongues,
  Instant Neutralize Poison, Monk’s Banquet, Mystic Mist,
  Oath, Predict Weather, Repel Hybrids, Sense Spirit,
  Strengthen Will, Suspend Curse, Vigil, Water Vision, and
  Weather Dome.
  PI 5: Forest Warning (Required), Affect Spirits, Astral Block,
  Astral Vision, Beast Possession, Bless, Create Animal,
  Curse, Entrap Spirit, Great Healing, Heal Plant, Plant
  Control, Plant Form, Plant Speech, Relieve Madness,
  Relieve Paralysis, Regeneration, Remove Curse, Restora-
  tion, Rider Within, Shapeshifting, Sunlight, Terror, and
  Turn Zombie.
  PI 6: Bind Spirit (any type), Blossom, Control Elemental,
  Drain Mana, Permanent Beast Possession, Planar Sum-
  mons (Divine Servitor), Plant Growth, Shapeshift Others,
  and Tangle Growth.
  GODS AND DEVOTEES
  18
  Holy warriors of hunter gods are obviously required to
  be skilled in wilderness lore and all the things that their
  society associates with hunting. Aside from protecting tem-
  ples and shrines, they may be charged with maintaining
  the wilderness environment and helping to preserve the
  natural world. They may also serve as living embodiments
  of their deity’s nature – hunters who live for the chase.
  Use the standard holy warrior template for a “holy
  hunter,” modified as follows.
  Advantages: Move both Born War Leader and Higher Pur-
  pose to the optional list, freeing up an extra 10 points
  for skills (see below), and use Druidic rather than Holy
  abilities, as discussed on p. 17.
  Disadvantages: Change the first list of optional disadvan-
  tages to Vow (Own no more than a horse can carry or
  Never sleep indoors or Hunt at least once every two
  days and don’t return home until you’ve made a kill)
  [-10] or Sense of Duty (The hunter-god cult) [-10].
  • Delete Code of Honor (Chivalry) from the third set of
  optional disadvantages and add Intolerance (Urbanites)
  [-5], Loner [-5*], and Phobia (Crowds) [-15*].
  Skills: Replace Exorcism and Hidden Lore in the primary
  skills with 16 points spent on any combination of Ani-
  mal Handling (Any), Falconry, Fishing, Hiking, Natural-
  ist, Navigation (Land), Riding (Any), Running, Survival
  (Any), or Tracking. • Add Bow (A) DX+1 [4]-14 to the
  selection of missile weapon skills available (alongside
  Crossbow, Thrown Weapon, etc.). • Delete the Flail and
  Shield combination and Two-Handed Sword from the
  melee skills packages. • Add Exorcism and any primary
  skill option not taken, each at the 1-point level, to the
  optional background skills list.
  For the rare outright evil hunter gods, apply the unholy
  warrior lens to this modified template, but continue to use
  Druidic rather than Unholy abilities; also, delete Laziness
  from the list of optional disadvantages, and add Loner [-5*]
  and Phobia (Crowds) [-15*].
  Holy Hunters
  GODS OF LOVE AND FERTILITY
  Gods of love, beauty, sex, fertility, and marriage are impor-
  tant to human society, and very popular. Their realm of influ-
  ence makes life much more pleasant for people, and it helps
  ensure that there will be more worshipers (and other people)
  in the future.
  It may be harder to explain why their priests should get
  involved in dungeon delving. If the god has a desire to pre-
  serve communities, their interest in fertility makes them hate
  any “blight on the land.” Alternatively, priests (or their gods)
  may well be romantics at heart – keen to help enact good sto-
  ries with happy endings  – or tricksters – amused by anything
  that makes fools of mortals. More simplistically, such clerics
  may venture into dungeons because their deities are gods of
  life and thus opposed to undeath, or gods of beauty and thus
  enemies of ugly monsters.
  
  Love Gods and Morality
  Love gods are widely seen as nice, or at least harmless – but
  wiser observers know that this is a dangerous simplification!
  Love is notoriously close to madness, and lovers can become
  dangerously selfish and distracted. Many love gods are essen-
  tially Neutral, whimsical pranksters or manipulators, and old-
  school fertility deities are often strongly aligned with the
  powers of Nature, caring only about reproduction and growth,
  regardless of what must die and rot to feed this. The occasional
  downright Evil deities with a focus on this realm are gods of
  vice, experts in seduction, manipulating human beings and
  destroying relationships and societies with the raw power of
  sex, passion, and jealousy.
  Elements
  Love gods generally take Beauty as an element; their super-
  natural servitors are supposed to look the part. Deception is
  also common – these beings work with appearances rather
  than immutable facts. Life can fit a benevolent fertility deity,
  Nature can work well for a being in touch with all living things,
  and Peace is right for those for whom the message is “make
  love not war.” Conversely, gods of vice may be associated with
  Darkness or Evil.
  SPECIAL POWERS
  Use the standard Holy/Holiness power modifier and Talent
  for priests of love. However, the moral code or psychological
  pattern expected of a devotee is unlikely to be represented by
  Honesty. Rather, Sense of Duty (Coreligionists) [-10] or Vow
  (Never obstruct the workings of love or fertility in any way)
  [-10] fit better; alternatively, take any two of Chummy [-5],
  Odious Personal Habits (“Inappropriate” costume and wildly
  flirtatious behavior all the time) [-5], Reputation -2
  (Promiscuous and quite likely depraved; “Respectable” people
  from your home culture; All the time) [-5], or Vow (Never
  obstruct the workings of true love, and try to bring lovers
  together) [-5] – and then, do everything that these disadvan-
  tages imply. Behaving in a respectable, sensible, unfriendly
  fashion will lead to loss of the power.
  For prohibited cults of vice, Social Stigma (Excommuni-
  cated) [-10] may be appropriate instead. Cults with a focus on
  fertility (or just long-term relationships) may be considered
  quite respectable and may have no great interest in promoting
  particularly weird or promiscuous behavior; for them, the
  “positive” disadvantages listed here (usually meaning Chummy
  or Sense of Duty) may be the norm.
  This power likewise may grant any of the advantages listed
  for standard Holy abilities, but note that the Allies or Patron
  are likely to provide subtle aid and to show little taste for
  bloody combat, and True Faith may well be rare. Also, add
  Mind Control (Conditioning Only, -50%; Only to induce, mod-
  ify, or suppress love or desire, -20%; PM, -10%) [10] to the list.
  Priests of nicer gods with some regard for free will are likely to
  use this advantage sparingly – but even the nicest gods of love
  have notoriously little regard for free will!
  PRIESTS OF LOVE
  Use the standard cleric template for these priests, with the
  following lens.
  Advantages: Delete the ST increases and Fearlessness from the
  list of optional advantages, and add Appearance (Attractive,
  Handsome, or Very Handsome) [4, 12, or 16], Charisma 1-4
  [5/level], Empathy [5 or 15], Flexibility [5], High Manual
  Dexterity [5/level], and Smooth Operator 1 [15] to that list.
  • The character may reassign points from any sort of
  advantages to perks such as Alcohol Tolerance, Honest
  Face, or some kind of Shtick such as “Can run at full speed
  in high heels,” “Can make any costume look sexy,” or simi-
  lar lack of problems with other strange costume choices.
  Disadvantages: Change the first set of alternative required dis-
  advantages to fit with the changes to the Holiness power
  modifier described above. • Change the Vows in the
  optional disadvantage lists to “Never obstruct the workings
  of true love, and try to bring lovers together,” and add Com-
  pulsive Carousing [-5*], Lecherousness [-15*], Low Pain
  Threshold [-10], and anything discussed above as possibly
  required by the Holiness modifier but not actually taken for
  this to the same section of those lists.
  Skills: For cults that place the emphasis on love and sex, delete
  Esoteric Medicine and Exorcism from the primary skills
  and replace them with Erotic Art (A) DX+1 [4]-13 and Sex
  Appeal (A) HT+1 [4]-13; delete Surgery from the list of sec-
  ondary skills; require the character to take seven back-
  ground skills; and add Esoteric Medicine (Holy) (H) Per-2
  [1]-12, Exorcism (H) Will-2 [1]-12, and Surgery (VH) IQ-3
  [1]-11 to the background skills options. • Cults with more
  of a focus on fertility leave primary and secondary skills
  untouched, but add Erotic Art (A) DX-1 [1]-11 and Sex
  Appeal (A) HT-1 [1]-11 to the background skills list. • Add
  an additional melee skills package to the list of options, con-
  taining Whip (A) DX+2 [8]-14 and Wrestling (A) DX+1
  [4]-13. • Add Knot-Tying (E) DX [1]-12 to the optional
  background skills.
  For priests of darker gods of vice, use the same template
  with much the same modifications as above, assuming the
  focus on sex rather than fertility for skills purposes, but restore
  Fearlessness to the list of optional advantages, and delete
  Healer. The required disadvantage may become Social Stigma
  (Excommunicated) [-10] if the cult is outlawed, and replace the
  optional disadvantages lists with those in the evil cleric lens,
  plus Compulsive Carousing [-5*], Low Pain Threshold [-10],
  and Sadism [-15*].
  GODS AND DEVOTEES
  19
  One declaims endlessly
  against the passions; one
  imputes all of man’s
  suffering to them. One
  forgets that they are also the
  source of all his pleasures.
  – Denis Diderot
  
  LOVE PRIEST SPELLS
  Spells granted by gods of love tend to be subtle, although
  power over emotions can achieve some very useful effects if
  used cleverly. Moreover, high priests of such cults can some-
  times generate some surprises; love gods are notoriously dan-
  gerous to cross, and show their anger in strange ways!
  PI 1: Aura, Awaken, Beast-Soother, Body-Reading, Bravery,
  Clean, Cleansing, Command, Compel Truth, Coolness,
  Daze, Detect Magic, Lend Energy, Lend Vitality, Persua-
  sion, Recover Energy, Resist Pain, Sense Emotion, Sense
  Life, Sense Spirit, Sensitize, Share Vitality, Vigor, and
  Warmth.
  PI 2: (Animal) Control, Beast Link, Beast-Rouser, Beast
  Speech, Fascinate, Master, Mental Stun, Minor Healing,
  Peaceful Sleep, Perfume, Purify Air, Strengthen Will, Sum-
  mon Spirit, Truthsayer, and Warm.
  PI 3: Oath (Required), Affect Spirits, Astral Vision, Command
  Spirit (any type), Emotion Control, Final Rest, Light,
  Magic Resistance, Mind-Reading, Presence, Purify Water,
  Relieve Madness, Relieve Sickness, Repel (Animal), Repel
  Hybrids, Repel Spirits, Resist Cold, Restore Memory, 
  Silver Tongue, Soilproof, Strike Barren, Strike Dumb,
  Strike Numb, and Vigil.
  PI 4: Alter Visage, Dispel Magic, Dispel Possession, Divination,
  Ecstasy, Gift of Letters, Gift of Tongues, Healing Slumber,
  Madness, Major Healing, Might, Odor, Purify Food, Resist
  Fire, Seeker, Sleep, Spasm, Strike Blind, Suspend Curse,
  Tickle, Watchdog, and Wisdom.
  PI 5: Charm (Required), Alter Body, Animate Plant, Astral
  Block, Banish, Beast Summoning, Bind Spirit (any 
  type), Bless, Blossom, Create Plant, Curse, Entrap Spirit,
  Monk’s Banquet, Pain, Permanent Madness, Plant Con-
  trol, Plant Speech, Remove Curse, Resist Disease, Resist
  Poison, See Secrets, and Sunlight.
  PI 6: Lesser Geas (Required), Continual Sunlight, Great Heal-
  ing, Lockmaster, Malefice, Planar Summons (Divine Servi-
  tor), Sanctuary, Resurrection, and Shapeshift Others.
  GODS AND DEVOTEES
  20
  GODS OF HEALING
  Gods of medicine and healing are much valued by mor-
  tals, but it usually seems that they can offer only finite
  amounts of aid in total, and the healing they grant may come
  with strings attached. It may be that the “cosmic balance”
  requires a certain amount of sickness and injury, so that these
  gods are only permitted restricted activity on the mortal
  plane – or perhaps the fact is that healing and medicine are
  subtle secrets with innate limitations, even among the gods.
  A healing god may be more of an embodiment of the com-
  plexities of life than a simple-minded source of free favors, or
  he may have a “professional” attitude, expecting appropriate
  payment and lots of respect for any services rendered.
  Alternatively, perhaps he is occupied full time providing other
  gods with aid, and he has little time to spare for mortals.
  If love gods aren’t the most obvious deities for adventur-
  ers to worship, they are also unlikely to recruit special war-
  riors to their cause. However, their temples need
  protection, and the powers of evil often threaten the fertil-
  ity and peace that good love gods favor, while evil cults of
  vice often need some muscle to keep their activities safe
  from the disapproving. If a setting does feature holy war-
  riors of such deities, apply the following lens to the stan-
  dard template.
  Advantages: Delete Born War Leader and Higher Purpose
  from the mandatory advantages, replacing them with a
  choice of either +1 HT [10] or a combination of Attractive
  [4] and the skills Erotic Art (A) DX [2]-13 and Sex Appeal
  (A) HT+2 [4]-15 (the latter including +1 for Attractive).
  • Add Appearance (Attractive, Handsome, or Very 
  Handsome) [4, 12, or 16], Charisma 1 to 3 [5/level], and
  Smooth Operator 1 [15] to the list of optional advantages.
  Disadvantages: Change the first set of alternative required
  disadvantages to fit with the changes to the Holiness
  power modifier described on p. 19. • Add Compulsive
  Carousing [-5*], Lecherousness [-15*], and anything
  discussed  on p. 19 as possibly required by the Holiness
  modifier but not actually taken for this to the same sec-
  tion of those lists.
  Skills: For cults that place the emphasis on love and sex,
  delete Exorcism and Hidden Lore from the primary
  skills and replace them with Erotic Art (A) DX [2]-13
  and Sex Appeal (A) HT+1 [4]-14 (if the character already
  has these skills, from the advantage options, add the
  points together to raise each by one level), and add
  Exorcism (H) Will-2 [1]-12, and Hidden Lore (Demons)
  (A) IQ-1 [1]-11 to the list of optional background skills.
  • Cults with more of a focus on fertility leave primary
  skills untouched, but add Erotic Art (A) DX-1 [1]-12 and
  Sex Appeal (A) HT-1 [1]-12 to the background skills list.
  • Optionally, reduce any one primary melee skill by one
  level, reducing the cost by 4 points, and add Whip (A)
  DX+1 [4]-14. • Delete Physiology and Psychology from
  the list of secondary skills, and shift the 8 points this
  gives to any combination of primary and secondary
  skills. • Add Knot-Tying (E) DX [1]-13 to the optional
  background skills.
  For unholy warriors of gods of vice, take the holy war-
  rior template and modify it as above, assuming the focus is
  on sex rather than fertility for skills purposes. Then apply
  the unholy warrior lens, noting that there is no mandatory
  Higher Purpose to replace, and add Compulsive Carousing
  [-5*] and Sadism [-15*] to the optional disadvantages list.
  Holy Warriors of Love and Fertility
  
  Gods of Healing and Morality
  Healing is understandably thought of as Good by nature.
  However, healer gods often have restrictions on their powers,
  and they may have the manner of a cautious professional doc-
  tor rather than an open-handed saint. A few work on both sides
  of the balance, as gods of disease or sudden death as well as
  healing, and so are Neutral or Nature-oriented.
  Elements
  Healing gods naturally favor Life as an element, and Good
  is common for reasons discussed above. Nature, Order, Peace,
  or Wisdom can round out the definition of the god’s character
  if necessary.
  SPECIAL POWERS
  Devotees of healing gods can certainly have Holy powers
  and Holy Might, mostly as per the standard descriptions. Their
  power modifier may often require a Vow to heal anyone who
  needs it; alternatively, it may call for Truthfulness (6) [-10] or
  some kind of Pacifism (not Reluctant Killer). If this last is
  worth more than -10 points, increase the value of the power
  modifier and reduce Holy abilities costs accordingly.
  Those rare gods of “healing and disease” might also grant
  rather strange Affliction powers, at the GM’s option. If so, they
  will probably have equally strange rules about which powers to
  invoke when; this may again increase power modifier values.
  PRIESTS OF HEALING
  Use the cleric template for priests of healing, with the
  required disadvantages adjusted to reflect the faith’s power
  modifier, as discussed above. If this makes the first, required
  disadvantage worth more than -10 points, reduce the points to
  be derived from optional disadvantages to balance the total.
  Even if Pacifism isn’t required, it can be added to the list of
  options, along with Easy to Read [-10].
  In addition, some more militant healer-clerics may wield
  sacred scalpels (see p. 34) in combat. For those cults, add an
  additional melee skills package to list of options, containing
  Knife (E) DX+3 [8]-15 and Brawling (E) DX+2 [4]-14.
  HEALING PRIEST SPELLS
  Healer-priests are encouraged to be subtle and pacifistic
  about using their magic – and it’s their deities providing that
  encouragement. Hence, most of the spells they are granted
  reflect this idea.
  PI 1: Minor Healing (Required), Aura, Awaken, Beast-Soother,
  Body-Reading, Bravery, Clean, Cleansing, Coolness, Detect
  Magic, Detect Poison, Final Rest, Healing Slumber, Lend
  Energy, Lend Vitality, Might, Purify Air, Purify Water,
  Recover Energy, Resist Fire, Sense Life, Sense Spirit, Share
  Vitality, Stop Bleeding, Stop Spasm, Test Food, Umbrella,
  Vigor, and Warmth.
  PI 2: Relieve Sickness (Required), Armor, Create Water, Light,
  Major Healing, Peaceful Sleep, Purify Food, Relieve Paraly-
  sis, Remove Contagion, Resist Cold, Resist Disease, Resist
  Pain, Resist Poison, Restore Hearing, Restore Memory,
  Restore Sight, Restore Speech, Shield, Silence, Soilproof,
  and Strike Numb.
  PI 3: Cure Disease (Required), Command, Continual Light,
  Create Food, Dispel Possession, Great Healing, Heal Plant,
  Magic Resistance, Neutralize Poison, Relieve Madness,
  Repel Spirits, Resist Acid, Resist Lightning, Restoration,
  Spasm, Stone to Flesh, Stop Paralysis, Strengthen Will,
  Stun, Suspended Animation, Turn Spirit, and Turn Zombie.
  PI 4: Affect Spirits, Astral Block, Astral Vision, Banish, Bless,
  Command Spirit (any type), Compel Truth, Dispel Magic,
  Divination, Essential Food, Instant Neutralize Poison,
  Instant Restoration, Monk’s Banquet, Regeneration, Sum-
  mon Spirit, Suspend Curse, Wisdom, and Watchdog.
  PI 5: Remove Curse (Required), Entrap Spirit, Gift of Letters,
  Gift of Tongues, Instant Regeneration, Oath, Pentagram,
  Resist Pressure, Seeker, See Secrets, Sunlight, and Vigil.
  PI 6: Bind Spirit (any type), Curse, Drain Mana, Pain, Planar
  Summons (Divine Servitor), Sanctuary, Resurrection, Sun-
  bolt, and Suspend Mana.
  GODS AND DEVOTEES
  21
  A warrior of healing sounds like a contradiction in
  terms, and many such deities may refuse to empower any-
  one in this role; if their temples need protection, they can
  always ask for it from fighters who owe them favors or who
  have the sense to want to keep on the right side of the
  healer priesthood. However, some of these deities believe
  in carrying the power of healing into dangerous places, or
  have a sideline in suppressing the undead or other dangers
  to the health of the living.
  Hence, holy warriors of healing gods may exist. The
  drawback for such characters is that their divine patrons
  may not approve of many routine applications of their
  skills, so they end up being bound by especially strict codes
  of behavior.
  Use the standard holy warrior template, but change the
  Higher Purpose to “Promote healing and health for anyone
  who you are not absolutely obliged to fight.” Also, change
  the required disadvantages to reflect the faith’s power mod-
  ifier; if this makes the first, required disadvantage worth
  more than -10 points, reduce the points derived from
  optional disadvantages to balance the total. Even if Pacifism
  isn’t required, it can be added to the list of options, usually
  in the form of Cannot Harm Innocents or Self-Defense Only,
  and may be widespread; healing cults demand that their
  defenders use the minimum required force.
  Furthermore, for cults that use sacred scalpels (see
  p. 34) in combat, add an additional option to the list of
  melee skills packages: Knife (E) DX+6 [20]-19.
  Holy Warriors of Healing
  
  Some gods look after a wide range of human professions,
  the unifying factor being that their worshipers tend to operate
  on the fringes of society and have a need for independence of
  thought and freedom of action. It might seem unfair to lump
  messengers, rogues, and traveling entertainers together, but in
  most societies, it’s very easy to slip between those categories as
  the need arises.
  Furthermore, while respectable society may wish to be rid
  of all those rogues and thieves, humanity needs many of these
  people and is willing to put up with more. Messengers are cer-
  tainly useful, and most people like to have the occasional
  strolling actor or musician around. In some cases, the deity’s
  worshipers may also perform minor medical services or other
  odd jobs. Hence, temples to this sort of god are generally toler-
  ated, if maybe regarded as a little marginal.
  Messenger/Rogue Gods and Morality
  The morality of these cults tends to be flexible. Few are
  interested in Nature worship, but a simpler neutrality may be
  rather common. Overtly Good gods of this sort will probably
  favor professional messengers and military scouts, and may
  demand that their worshipers adopt a strict Code of Honor, to
  prevent them abusing their independent status. Nonetheless,
  some may just be the cheerful patrons of artists and strolling
  players. Downright Evil deities will be gods for thieves and
  assassins; their temples will likely be dark at best, carefully hid-
  den at worst. They probably demand sacrifices and offerings
  with high cash values – a worshiper who can’t come up with
  such goods isn’t worth the trouble.
  Elements
  These mobile, footloose deities and their servitors are
  usually associated with Travel. Beyond that, much depends
  on the specific divine myth. Air (or the Winged lens) gives
  swift flying messengers, while Deception fits tricksters and
  War fits scouts.
  SPECIAL POWERS
  Whatever the god’s exact moral position, his devotees have
  Holy Might power, with a Holy power modifier that requires a
  moral code (worth -10 points) expressed as one of Sense of
  Duty (Coreligionists), a complex Trademark, or Vow (Own no
  more than a horse can carry or Never sleep indoors). The
  penance to recover lost access to this power is likely to involve
  either a large cash donation or an interesting quest requiring a
  long journey or an “impossible” feat of roguery. Holy abilities
  for this power are as follows:
  Allies (Divine servant of equal points; 12 or less; PM, -10%;
  Summonable, +100%) [19] or (15 or less) [29]; Detect
  (PM, -10%) for evil [18], good [18], or supernatural beings [18];
  Enhanced Move 1-3 (Ground; Limited Use, 1/day, -40%;
  PM, -10%) [10/level]; Healing (Faith Healing, +20%; PM, -10%)
  [33]; Patron (Minor deity or limited manifestation of a major
  deity; 6 or less; Highly Accessible, +50%; PM, -10%; Special
  Abilities, +100%; optionally, Minimal Intervention, -50%) [24
  or 19]; Silence 1, 2, 3, or 4 (PM, -10%) [5, 9, 14, or 18]; Spirit
  Empathy (PM, -10%) [9]; and True Faith (Costs Fatigue, 2
  FP, -10%; PM, -10%; Turning, +65%) [22].
  MESSENGER/ROGUE PRIESTS
  For a “priest of roguery,” start with the standard cleric tem-
  plate, modified as follows.
  Advantages: Add Basic Move +1 to +3 [5/level], Per +1 to +4
  [5/level], and Outdoorsman 1 or 2 [10/level] to the optional
  advantages.
  Disadvantages: Change the first, mandatory disadvantages to
  one of Sense of Duty (Coreligionists) [-10], Trademark
  (complex) [-10], or Vow (Own no more than a horse can
  carry or Never sleep indoors) [-10]. • Delete the other
  optional Vows along with Fat, Intolerance, and Truthfulness
  from the list of optional disadvantages, replacing them with
  Kleptomania [-15*], Social Stigma (Second-Class Citizen)
  [-5], Trademark [varies], and Trickster [-15*].
  Skills: Reduce the points assigned to Esoteric Medicine and
  Exorcism in the primary skills to 2 each, lowering the char-
  acter’s level in each to 13. • Optionally replace Broadsword
  with Shortsword in the melee skills package. • Choose nine
  background skills, with the following added to the list of
  options: Knife or Thrown Weapon (Knife), both (E) DX
  [1]-12; Cloak or Riding (Horse), both (A) DX-1 [1]-11;
  Sleight of Hand (H) DX-2 [1]-10; Acting, Fast-Talk, Fortune-
  Telling, Gambling, Holdout, Navigation (Any), Perform-
  ance, or Streetwise, all (A) IQ-1 [1]-13; Naturalist (H) IQ-2
  [1]-12; Carousing (E) HT [1]-12; and Body Language,
  Observation, Survival (Any), Tracking, or Urban Survival,
  all (A) Per-1 [1]-13.
  MESSENGER/ROGUE
  PRIEST SPELLS
  Clerics of gods of messengers and rogues have the following
  spells available.
  PI 1: Aura, Beast-Soother, Body-Reading, Bravery, Climbing,
  Detect Magic, Detect Poison, Haste, Jump, Lend Energy,
  Lend Vitality, Light Tread, Recover Energy, Share Vitality,
  Silence, Stop Bleeding, Test Food, Touch, Umbrella, Vigor,
  Warmth, and Watchdog.
  PI 2: Quick March (Required), (Animal) Control, Armor,
  Awaken, Balance, Coolness, Create Water, Glow, Light,
  Mage-Stealth, Master, Minor Healing, Night Vision, Persua-
  sion, Purify Air, Purify Food, Purify Water, Resist Cold,
  Resist Disease, Resist Fire, Seeker, Sense Spirit, Shield,
  Slide, and Summon Spirit.
  GODS AND DEVOTEES
  22
  GODS OF MESSENGERS
  AND ROGUES
  
  PI 3: Lighten Burden (Required), Astral Vision, Cleansing, Cre-
  ate Food, Cure Disease, Final Rest, Freedom, Healing Slum-
  ber, Magic Resistance, Might, Neutralize Poison, Peaceful
  Sleep, Relieve Paralysis, Repel (Animal), Repel Hybrids,
  Repel Spirits, Resist Acid, Resist Lightning, Resist Pain,
  Resist Poison, Resist Pressure, Rider, Sense Life, Silver
  Tongue, Spasm, Turn Spirit, and Vigil.
  PI 4: Affect Spirits, Astral Block, Breathe Water, Command
  Spirit (any type), Continual Light, Dispel Magic, Dispel Pos-
  session, Divination, Gift of Letters, Gift of Tongues, Great
  Haste, Hinder, Insignificance, Instant Neutralize Poison,
  Lockmaster, Monk’s Banquet, Oath, Preserve Food, Relieve
  Sickness, See Secrets, Stop Paralysis, Strengthen Will, Sus-
  pend Curse, Swim, Wallwalker, and Wisdom.
  PI 5: Banish, Bless, Blink, Command, Compel Truth, Curse,
  Drain Mana, Entrap Spirit, Major Healing, Regeneration,
  Relieve Madness, Remove Curse, Restoration, Rooted Feet,
  Sunlight, Suspend Mana, Turn Zombie, and Water to Wine.
  PI 6: Bind Spirit (any type), Great Healing, Illusion Shell,
  Instant Regeneration, Instant Restoration, Pentagram,
  Planar Summons (Divine Servitor), Resurrection, and
  Sanctuary.
  GODS AND DEVOTEES
  23
  GODS OF NIGHT
  Deities of the night are a mixed bunch, with a range of spe-
  cific concerns. Some are gods of the moon or stars. Others are
  patrons of those humans who operate most at night, including
  thieves (and, in some societies, wizards). Some are gods of
  sleep or dreams. A pantheon can actually include two or three
  such deities without a serious overlap of responsibilities; the
  trick is to give each of them a distinctive personality and some
  variation in powers and spells available to their priests.
  Certainly, power over “things of the night” implies a range
  of subdomains: darkness, sleep, dreams, secrets, and so on.
  Priests of the night should be played as enigmatic and strange.
  Night Gods and Morality
  Obviously, a deity of darkness is likely to be seen as mys-
  terious and shadowy at best, downright sinister at worst – but
  a god of peaceful sleep and helpful dreams may be a good
  friend to humanity, and moon gods are often seen as essen-
  tially benevolent. The GM can vary the specific benefits
  granted by a god of night to match the god’s ethical and social
  position and the particular aspects of “darkness” or “night”
  that the deity governs.
  A cult that emphasizes cleverness and stealth doesn’t nec-
  essarily expect great feats of arms from its chosen warriors;
  quick or sneaky does it most of the time. Still, these “out-
  sider” gods have many fighters among their devotees, who
  are often couriers, scouts, skirmishers, or irregulars. Thus,
  such cults may have their holy warriors, to guard shrines
  and lead the faithful in battle when necessary, but they focus
  less on head-on combat and more on speed and skill.
  When creating these characters, don’t use the holy war-
  rior template. Instead, use one of the following options.
  • Take the scout template (Dungeon Fantasy 1, pp. 10-
  11), with the following lens applied:
  Advantages: Replace the mandatory Heroic Archer and
  Outdoorsman with Born War Leader 1 [5], Holiness 2
  [10], and 25 points in Holy abilities (Dungeon Fan-
  tasy 1, p. 22). • Add Heroic Archer and levels in Out-
  doorsman to the list of optional advantages.
  Disadvantages: Take one of Sense of Duty (Coreligionists)
  [-10], Trademark (complex) [-10], or Vow (Own no more
  than a horse can carry or Never sleep indoors) [-10] as
  a mandatory disadvantage, and add the others of those
  to the first list of optional disadvantages along with
  Trickster [-15*]. • Only take -25 points from the second
  list of optional disadvantages, and add Code of Honor
  (Professional messenger) [-5], Kleptomania [-15*], and
  Social Stigma (Criminal Record or Second-Class Citi-
  zen) [-5] to that list.
  Skills: Add Exorcism, Hidden Lore (Cult Secrets), Lead-
  ership, and Tactics, at any level, to the list of optional
  background skills.
  • Or take the swashbuckler template (Dungeon
  Fantasy 1, pp. 11-12), with the following lens:
  Advantages: Add Born War Leader 1 [5], Holiness 2 [10],
  and 25 points in Holy abilities to the mandatory
  advantages. • Only take 20 points in optional advan-
  tages, and add IQ +1 [20] and Will +1 to +4 [5/level] to
  the list of options.
  Disadvantages: Take one of Sense of Duty (Coreligionists)
  [-10], Trademark (complex) [-10], or Vow (Own no more
  than a horse can carry or Never sleep indoors) [-10] as
  mandatory, and add the others of those to the first list
  of optional disadvantages. • Reduce the total value of
  the optional disadvantages taken from all the lists
  together by -10 points. • Add Code of Honor (Profes-
  sional messenger) [-5], Kleptomania [-15*], and Social
  Stigma (Criminal Record or Second-Class Citizen) [-5]
  to the second list of optional disadvantages.
  Skills: Add Exorcism (H) Will-2 [1]-8, Hidden Lore (Cult
  Secrets) (A) IQ-1 [1]-9, Leadership (A) IQ [1]-10*, and
  Tactics (H) IQ-1 [1]-9* to the list of optional back-
  ground skills.
  * Includes +1 for Born War Leader.
  Holy Warriors of Messengers and Rogues
  
  Elements
  Any night god is likely to be associated with Darkness, of
  course. In addition, gods of dreams may also grant servitors
  powers of Deception (or, if the dreams are usually nightmares,
  Fear), while moon gods may actually be associated with Light.
  A certain amount of strangeness and paradox is entirely appro-
  priate here!
  SPECIAL POWERS
  A night god who is basically benevolent, or whose cult is at
  least accepted as part of society, grants his devotees a Holy
  Might power, with a Holy power modifier that requires a moral
  code expressed as one of Odious Personal Habit (Creepy man-
  ner and willfully enigmatic behavior) [-10], Sense of Duty
  (Coreligionists) [-10], or some kind of cult-specific symbolic
  major Vow such as “No edged weapons,” “Keep silence at all
  times,” or “Always wear a mask and never give your personal
  name to anyone except your superiors in the cult” [-10].
  Alternatively, a stranger sort of moon god might simply inflict
  Lunacy [-10] on his devotees and expect them to act on the
  ensuing varied impulses – resisting them will cause the charac-
  ter to lose the power. A god whose cult is outcast, hiding in the
  darkness, grants Unholy Might, and devotees must take Social
  Stigma (Excommunicated) [-10] as for generic evil clerics and
  unholy warriors. The associated Talent is of course Holiness or
  Unholiness, as appropriate. Holy or Unholy abilities for these
  powers are as follows:
  Allies (Divine servant of equal points; 12 or less; PM, -10%;
  Summonable, +100%) [19] or (15 or less) [29]; Blessed
  (PM, -10%) [9]; Channeling (PM, -10%; Specialized,
  Astrological Spirits or Ghosts, -50%) [4]; Detect (PM, -10%) for
  evil [18], good [18], or supernatural beings [18]; Intuition
  (PM, -10%) [14]; Medium (PM, -10%; Specialized, Astrological
  Spirits or Ghosts, -50%) [4]; Night Vision (PM, -10%) [1/level];
  Obscure (Vision) 1, 2, 3, 4, or 5 (Costs Fatigue, 2 FP, -10%;
  PM, -10%) [2, 4, 5, 7, or 8]; Oracle (PM, -10%) [14]; Patron
  (Deity; 6 or less; Highly Accessible, +50%; PM, -10%; Special
  Abilities, +100%; optionally, Minimal Intervention, -50%) [36
  or 29]; Silence 1, 2, 3, or 4 (PM, -10%) [5, 9, 14, or 18]; Spirit
  Empathy (PM, -10%) [9]; Temperature Tolerance 1 or 2 (must
  be added to the “cold” end of the scale) (PM, -10%) [1/level];
  and True Faith (Accessibility, Not in broad daylight, -10%;
  PM, -10%; Turning, +65%) [22].
  PRIESTS OF NIGHT
  Priests of night can be created by starting with the standard
  cleric template and applying the following lens.
  Disadvantages: Adjust the first, mandatory disadvan-
  tages to reflect the Holy power modifier for the cult,
  and delete Gluttony and Fat from the optional list,
  replacing them with Appearance (Unattractive or
  Ugly) [-4 or -8], Callous [-5], Oblivious [-5], and
  Supernatural Features (Pallor) [-10].
  Skills: Reduce Esoteric Medicine to Per-2 [1]-12, sav-
  ing 3 points. • Spend those 3 points to improve
  Hidden Lore, Occultism, Religious Ritual, Gesture,
  or Stealth (if either of those have been taken as
  background skills) or on extra background skills. •
  Add to the list of background skills Astronomy
  (Observational) or Navigation (Any), both (A) IQ-1
  [1]-13; Dreaming (H) Will-2 [1]-12; and Knife or
  Thrown Weapon (Knife), both (E) DX [1]-12.
  For a dark priest of darkness, apply the evil cleric
  lens to this modified template, with Appearance
  (Unattractive or Ugly) [-4 or -8] and Oblivious [-5]
  added to the optional disadvantages. Because Poisons
  replace the reduced Esoteric Medicine, the former is
  (H) IQ-2 [1]-12.
  NIGHT PRIEST SPELLS
  Clerics of night gods have the following spells
  available.
  PI 1: Aura, Beast-Soother, Darkness, Detect Magic,
  Dream Viewing, Gloom, Lend Energy, Lend Vitality,
  Night Vision, Peaceful Sleep, Recover Energy, Sense
  Spirit, Share Vitality, Silence, and Watchdog.
  PI 2: Awaken, Beast-Rouser, Blackout, Coolness, Dark
  Vision, Dream Sending, Final Rest, Find Direction,
  Healing Slumber, Light Tread, Mystic Mist, Seeker,
  Shape Darkness, Summon Spirit, and Turn Spirit.
  GODS AND DEVOTEES
  24
  Holy Warriors of Night
  Depending on the exact nature of their god, holy warriors of
  the night may be guardians of humanity in the darkness, arcane
  protectors of the realms of sleep, grim and deeply mysterious
  killers, or faceless knights of the moon. This sort of character
  concept is certainly a great source of ideas for visual style, if
  nothing else.
  To create a warrior of night PC, start with the standard holy
  warrior template and apply the following lens.
  Advantages: The required Higher Purpose can be adjusted if
  necessary to fit the god’s concerns and style (“Guard human-
  ity’s dreams,” “Maintain the balance between light and dark,”
  or whatever), as can the perk, which may become “White
  Shadow” (the character takes no penalties to Stealth skill for
  wearing a pure white costume) or “Blade of Dreams” (the
  ability to take one specific weapon or piece of equipment
  with you whenever you enter the spirit plane).
  Disadvantages: Change the first, mandatory disadvantages to
  reflect the Holy power modifier for the cult, and add Appear-
  ance (Unattractive or Ugly) [-4 or -8], Callous [-5], and Obliv-
  ious [-5] to the last list of optional disadvantages.
  Skills: Change the Hidden Lore in the primary skills to (Secrets
  of the Night or Secrets of the Dream Realms). • Add to the
  list of background skills Dreaming (H) Will-2 [1]-12 and
  Knife or Thrown Weapon (Knife), both (E) DX [1]-13. Note
  that the monster types specially studied by this type of holy
  warrior tend to be very strange and exotic!
  For sinister warriors of truly dark gods, apply the unholy
  warrior lens to the modified template, adding Appearance
  (Unattractive or Ugly) [-4 or -8] and Oblivious [-5] to the last list
  of optional disadvantages.
  
  PI 3: Vigil (Required), Affect Spirits, Armor, Astral Vision, Com-
  mand Spirit (any type), Dispel Possession, Divination,
  Dream Projection, Extinguish Fire, Hide, Know Location,
  Know True Shape, Light, Magic Resistance, Minor Healing,
  Mirror, Nightmare, Purify Air, Relieve Madness, Remember
  Path, Repel Spirits, Resist Cold, See Invisible, See Secrets,
  Sense Life, Sleep, Stop Bleeding, Strengthen Will, Sus-
  pended Animation, Tell Position, Turn Zombie, Warmth,
  and Wisdom.
  PI 4: (Animal) Control, Animate Shadow, Astral Block, Banish,
  Cleansing, Command, Compel Truth, Dispel Magic, Fog,
  Glow, Master, Neutralize Poison, No-Smell, Relieve Paraly-
  sis, Resist Disease, Suspend Curse, and Vigor.
  PI 5: Beast Link, Beast Seeker, Beast Speech, Bless, Continual
  Light, Cure Disease, Curse, Entrap Spirit, Frost, Gift of Let-
  ters, Gift of Tongues, Icy Weapon, Images of the Past, Invis-
  ibility, Major Healing, Oath, Pathfinder, Purify Water, Resist
  Fire, Shape Light, Silver Tongue, and Weather Dome.
  PI 6: Bind Spirit (any type) (Required), Body of Shadow, Drain
  Mana, Great Healing, Pentagram, Planar Summons (Divine
  Servitor), Remove Curse, Regeneration, Restoration, Sanc-
  tuary, Stop Paralysis, and Suspend Mana.
  GODS AND DEVOTEES
  25
  SEA GODS
  The sea is vast, turbulent, and essentially unfriendly to
  human life, and sea gods are accordingly powerful figures, not
  always interested in the concerns of mortals. Nonetheless,
  human sailors and fishers may be able to reach a kind of com-
  promise with such deities, respecting their power exactly as
  they respect that of the sea itself.
  In some cases, the sea is taken to represent primal chaos,
  and its ruling deity may be on the lines of the Babylonian
  Tiamat – a monstrous, ancient power. Others, such as the
  Greek Poseidon, may be more comprehensible to humanity
  while still wielding terrible forces such as earthquakes and rul-
  ing a realm of huge, scaly monsters. Certainly, the homes of sea
  gods tend to be strange underwater palaces. Even so, the sea is
  also a fertile realm, a food source for some and a world of hid-
  den treasures and wonderful mysteries.
  Sea Gods and Morality
  Sea gods are thus often associated more with Nature than
  with Good, although they generally fall in with the rest of their
  pantheon when pushed. Some, though, such as Tiamat, may
  not merely be Evil, but actually come as close to embodying
  primal Chaos as any traditional sort of deity can get. A Chaotic
  sea god may even be the main antagonist to the lawful and
  Good gods worshiped by the mass of humanity. Such gods
  rarely seek worship; they can take what they need, or draw on
  the primal energies of the universe.
  More restrained sea gods are still likely to be associated
  more with the bounties of nature than with abstract good-
  ness, although a pantheon may include a protector of sailors
  and fishermen. Likewise, a deity who has power over water in
  general – fresh as well as salt – may have a benevolent aspect
  as the bringer of rain to crops in the fields.
  Elements
  Along with the mandatory Water and the usual options of
  Good, Evil, and Nature (the latter being quite likely in this case),
  plausible elements for an oceanic deity would depend on his sec-
  ondary associations, such as Air for a lord of ocean storms,
  Travel for a god of sailors, or Chaos for a power of raw chaos.
  SPECIAL POWERS
  Sea gods may grant their priests and holy warriors Holy
  Might, Druidic Arts if they are strongly aligned to the power of
  Nature, or Unholy Might for the occasional twisted
  and evil (or just dangerously insane) deity.
  For a Holy power modifier, the required moral
  code may be represented by Impulsiveness (12),
  Sense of Duty (Coreligionists), or a Vow (Own
  only what can be carried on a ship, and sleep only
  when afloat or in sight of a large body of water),
  each [-10], or any two of Callous, Code of Honor
  (Pirate’s), Impulsiveness (15), or Vow (Use only
  “sailors’ weapons” – tridents, nets, clubs impro-
  vised from shipboard equipment, etc.), each [-5].
  Stable, thoughtful behavior is inappropriate for
  someone who represents the wild ocean, and can
  lead to loss of the power.
  For a Druidic power modifier, the associated
  advantages – and clerical spells – are modified
  by “nature’s strength” much like those granted to a regular
  druid, but from the sea god’s point of view; that strength is
  related to proximity to the sea or to other large bodies of
  water in a pinch. An underwater temple on the bed of the
  ocean would provide the equivalent of very high sanctity;
  activities in sight and earshot of the sea, or in an air-filled
  space under the sea (a deep tunnel, say, or a domed city con-
  structed and maintained by some blend of magic and tech-
  nology) are at full skill or power; working in sight of a large
  lake, afloat on a river, or in some kind of inland shrine is at -1;
  near a stream or pool, or a tank of seawater, gives -3; ordinary
  well-irrigated inland areas give -5; and an arid desert
  gives -10.
  For an Unholy power modifier, the required disadvantage is
  as usual Social Stigma (Excommunicated).
  
  The associated Talent is Power Investiture, Druidic Talent,
  Holiness, or Unholiness, as appropriate. Holy, Druidic, and
  Unholy abilities for all these powers are as follows:
  Allies (Divine servant of equal points; 12 or less; PM, -10%;
  Summonable, +100%) [19] or (15 or less) [29]; Amphibious
  (PM, -10%) [9]; Animal Empathy (Sea and underwater crea-
  tures only, -40%; PM, -10%) [3]; Blessed (PM, -10%) [9];
  Damage Resistance 1 or 2 (Limited, Elemental, -20%;
  PM, -10%) [4 or 7]; Detect (PM, -10%) for supernatural beings
  [18]; Doesn’t Breathe (Gills, -50%; PM, -10%) [8]; Medium
  (PM, -10%; Specialized, Sea Spirits, -50%) [4]; Mind Control 
  (PM, -10%; Sea Creatures Only, -40%) [25]; Night Vision 1 to 3
  (PM, -10%) [1/level]; Patron (Deity; 6 or less; Highly Accessible,
  +50%; Minimal Intervention, -50%; PM, -10%; Special
  Abilities, +100%) [29] or (9 or less) [57]; Pressure Support 1, 2,
  or 3 (PM, -10%) [5, 9, or 14]; Speak Underwater (PM, -10%) [5];
  Speak With Animals (Sea Creatures Only, -40%; PM, -10%)
  [13]; Spirit Empathy (PM, -10%) [9]; Temperature Tolerance 1
  to 8 (must be added to the “cold” end of the scale) (PM, -10%)
  [1/level]; and True Faith (PM, -10%) [14].
  SEA PRIESTS
  Most sea priest PCs can be created starting with the stan-
  dard cleric, druid, or evil cleric templates and lenses, as appro-
  priate. However, some changes are required.
  For the standard cleric:
  Advantages: Add Resistant to Seasickness (+3) or (+8) [1 or 2]
  or Immunity to Seasickness [5] to the optional advantages.
  Disadvantages: Change the first, required disadvantage
  options to reflect the options for the power modifier dis-
  cussed above.
  Skills: Replace Esoteric Medicine in the primary skills 
  list with Seamanship (E) IQ+1 [2]-15 and Survival
  (Island/Beach) (A) Per [2]-14. • Allow points in melee skills
  to be reassigned to Spear (for tridents or harpoons), and add
  Thrown Weapon (Harpoon or Spear) (E) DX+2 [4]-14 and
  Net (H) DX [4]-12 to ranged weapons options. • Replace
  Surgery in the secondary skills list with Esoteric Medicine
  (Holy) (H) Per-2 [1]-12 and Surgery (VH) IQ-3 [1]-11. •
  Delete Hiking from the list of optional background skills, and
  add to that list Boating (Sailboat or Unpowered) (A) DX-1
  [1]-11; Breath Control (H) HT-2 [1]-10; Fishing (E) Per [1]-14;
  Naturalist (H) IQ-2 [1]-12; Navigation (Sea) (A) IQ-1 [1]-13;
  Swimming (E) HT [1]-12; and Weather Sense (A) IQ-1 [1]-13.
  For an evil cleric, apply the evil cleric lens to the standard
  cleric template, then make the same changes as above; with
  Esoteric Medicine removed, points can be reassigned from
  Poisons to Seamanship and/or Survival (Island/Beach) if the
  player wishes.
  For the druid:
  Advantages: Change Green Thumb 1 to Animal Friend 1, and
  adjust all skill levels accordingly. • Add Resistant to Sea-
  sickness (+3) or (+8) [1 or 2] or Immunity to Seasickness [5]
  to the optional advantages.
  Disadvantages: Change the optional Vows to (Use only
  “sailors’ weapons” – tridents, nets, clubs improvised from
  shipboard equipment, etc.) [-5] and (Own only what can be
  carried on a ship, and sleep only when afloat or in sight of
  a large body of water) [-10] and the optional one-group
  Intolerance to (Landlubbers) [-5].
  Skills: Replace Esoteric Medicine in the primary skills list with
  Seamanship (E) IQ+1 [2]-15 and Survival (Island/Beach)
  (A) Per [2]-14. • Allow any points from primary combat
  skills to be reassigned to Net or Thrown Weapon (Harpoon)
  if desired. • Replace Disguise (Animals) in the secondary
  skills list with Esoteric Medicine (Holy) (H) Per-2 [1]-12.
  • Change Hiking in the background skills to Boating (Sail-
  boat or Unpowered) (A) DX-1 [1]-11. • Add to the list of
  optional background skills Breath Control (H) HT-2 [1]-11;
  Fishing (E) Per [1]-14; Navigation (Sea) (A) IQ-1 [1]-13; and
  Swimming (E) HT [1]-13.
  GODS AND DEVOTEES
  26
  As with many other types of cults, the exact nature of a
  holy warrior of the sea depends on his god’s character and
  interests. Such characters range from sophisticated (but
  forceful) knightly types who happen to ride ships rather
  than horses, to wild-eyed, chaotic figures who defend mar-
  itime nature from despoilers and polluters. Mostly, how-
  ever, they serve to protect the temples and holy places of
  the sea cults – with the slight complication that a shrine to
  a sea god is more likely than most to be mobile.
  Start with the standard holy warrior template, and
  apply the following lens.
  Advantages: Add Resistant to Seasickness (+3) or (+8) 
  [1 or 2] or Immunity to Seasickness [5] to the optional
  advantages.
  Disadvantages: Change the first, required disadvantage
  options to reflect the cult’s power modifier options.
  • Add Berserk [-10*] and Impulsiveness [-10*] to the
  last list of optional disadvantages.
  Skills: Reduce Exorcism in the primary skills list to [2]-13,
  and add Navigation (Sea) (A) IQ [2]-12 to that section.
  • Allow points from the melee skills package to be reas-
  signed to Net or Thrown Weapon (Harpoon) if desired.
  • Replace Physiology and Psychology in the secondary
  skills section with Seamanship (E) IQ+2 [4]-14 and Sur-
  vival (Island/Beach) (A) Per+1 [4]-13. • Delete Lance,
  Riding, and Hiking from the list of optional background
  skills, and add to that list Boating (Sailboat or Unpow-
  ered) (A) DX-1 [1]-12; Breath Control (H) HT-2 [1]-11;
  Fishing (E) Per [1]-12; Naturalist (H) IQ-2 [1]-10;
  Shiphandling (Ship) (H) IQ-2 [1]-10; Swimming (E) HT
  [1]-13; and Weather Sense (A) IQ-1 [1]-11.
  For evil sea gods whose warriors are definitely unholy,
  apply the above changes to the holy warrior template,
  then apply the unholy warrior lens, with Berserk [-10*]
  and Impulsiveness [-10*] added to the last list of optional
  disadvantages.
  Holy Warriors of the Sea
  
  SEA PRIEST SPELLS
  Clerics of sea gods (whether using the cleric or druid tem-
  plates) have the following spells available.
  PI 1: Breathe Water, Coolness, Detect Magic, Lend Energy,
  Purify Water, Recover Energy, Resist Cold, Resist Pressure,
  Seek Coastline, Seek Water, Sense Life, Sense Spirit, Share
  Vitality, and Tell Position.
  PI 2: Shape Water (Required), Aura, Awaken, Breathe Air, Cre-
  ate Water, Extinguish Fire, Find Direction, Great Voice,
  Know Location, Lend Vitality, Minor Healing, Predict
  Weather, Purify Food, Resist Disease, Resist Lightning,
  Shield, Summon Spirit, Swim, Thunderclap, Turn Spirit,
  Vigor, and Water Vision.
  PI 3: Current (Required), Affect Spirits, (Animal) Control,
  Beast Seeker, Bravery, Command, Command Spirit (any
  type), Create Food, Detect Poison, Fog, Identify Plant,
  Magic Resistance, Might, Relieve Sickness, Repel (Animal),
  Repel Hybrids, Repel Spirits, Resist Acid, Resist Fire, Resist
  Poison, Seek Air, Seeker, Shape Air, Tide, Walk on Water,
  Watchdog, Waves, and Whirlpool.
  PI 4: Armor, Beast-Rouser, Beast-Soother, Cure Disease, Dispel
  Magic, Divination, Fireproof, Glow, Major Healing, Melt
  Ice, Neutralize Poison, Oath, Peaceful Sleep, Purify Air,
  Remove Contagion, Strengthen Will, Summon (Air or
  Water) Elemental, Suspend Curse, Turn Zombie, Vigil,
  Warmth, and Weather Dome.
  PI 5: Storm (Required), Astral Vision, Banish, Beast Speech,
  Beast Summoning, Bless, Continual Sunlight, Control (Air
  or Water) Elemental, Curse, Dispel Possession, Entrap
  Spirit, Icy Weapon, Monk’s Banquet, Plant Growth, Relieve
  Madness, Relieve Paralysis, Remove Curse, Suspend Mana,
  Water Jet, Wind, and Windstorm.
  PI 6: Beast Summoning, Bind Spirit (any type), Create Animal,
  Create (Water) Elemental, Drain Mana, Earthquake,
  Freeze, Great Healing, Pentagram, Planar Summons
  (Divine Servitor), Rain, Regeneration, Resurrection, Sanc-
  tuary, and Stop Paralysis.
  GODS AND DEVOTEES
  27
  STORM GODS
  Storm gods are formidable figures. The Greek Zeus is his
  pantheon’s  sky father, while Thor is a divine warrior and per-
  haps the most important patron to humanity among the Norse
  deities. These beings wield the sky-spanning, devastating
  power of the weather, and they can hurl thunderbolts – often
  seen as some kind of ultimate weapon.
  Storm Gods and Morality
  If all a storm god does is throw thun-
  der and lightning, he probably rates as
  some kind of force of Nature or Neutral
  divine berserk warrior at best, a more or
  less Evil power of destruction at worst.
  However, storm gods tend to be a bit sub-
  tler than that. The storm clouds they con-
  trol bring rain, which is essential for the
  crops that feed society. As rulers of the
  sky, they are prominent figures in their
  mythologies. As thunderbolt-hurling
  divine warriors, they lead the fight
  against demons and darkness. Hence,
  most storm gods probably rate as more
  or less Good, if rambunctious and chancy
  to be around.
  Elements
  Air is the standard element to fit the style of a storm god,
  while Good, Evil, or Nature can each be especially appropriate
  for different deities, and War may fit the “storm warrior”
  archetype. Water also suits the god in some cases.
  SPECIAL POWERS
  Storm gods may grant their priests and holy warriors Holy
  Might, Druidic Arts if they are strongly aligned to the power of
  Nature, or Unholy Might for the occasional overtly evil god of
  purely destructive storms.
  For a Holy power modifier, the required moral code may be
  represented by Berserk (12), Impulsiveness (12), Sense of Duty
  (Coreligionists), or a Vow (Never sleep indoors), each [-10], or
  any two out of Berserk (15), Code of Honor
  (Pirate’s), 
  Impulsiveness 
  (15), 
  or
  Truthfulness (12), each [-5]. Failing to act
  with the wild frenzy of the storm itself may
  lead to loss of the power. For a Druidic
  power modifier, the associated advantages –
  and clerical spells – are modified by
  “nature’s strength” exactly like those granted
  to a regular druid. For an Unholy power
  modifier, the required disadvantage is as
  usual Social Stigma (Excommunicated).
  The associated Talent is Power Investiture,
  Druidic Talent, Holiness, or Unholiness, as
  appropriate. Holy, Druidic, and Unholy abil-
  ities for all these powers are as follows:
  Allies (Divine servant of equal points; 12
  or less; PM, -10%; Summonable, +100%)
  [19] or (15 or less) [29]; Blessed (PM, -10%)
  [9]; Damage Resistance 1 or 2 (Limited,
  Elemental, -20%; PM, -10%) [4 or 7]; Detect
  (PM, -10%) for supernatural beings [18];
  Flight (Gliding, -50%; PM, -10%) [16]; Medium
  (PM, -10%; Specialized, Weather Spirits, -50%) [4]; Night
  Vision 1 to 5 (PM, -10%) [1/level]; Patron (Deity; 6 or less;
  Highly Accessible, +50%; Minimal Intervention, -50%;
  PM, -10%; Special Abilities, +100%) [29] or (9 or less) [57];
  Pressure Support 1 or 2 (PM, -10%) [5 or 9]; Resistant to
  Electrical Effects (+3) or (+8) (PM, -10%) [3 or 5]; Spirit
  Empathy (PM, -10%) [9]; Temperature Tolerance 1 to 4 (must
  be added to the “cold” end of the scale) (PM, -10%) [1/level];
  and True Faith (PM, -10%) [14].
  
  STORM PRIESTS
  Use the standard cleric, druid, or 
  evil cleric templates and lenses for a
  storm priest, as appropriate, modified
  as follows.
  For the standard cleric:
  Advantages: Delete Healer from the list
  of optional advantages.
  Disadvantages: Adjust the first, manda-
  tory disadvantage options to match
  the requirements of the cult’s specific
  power modifier. • Delete the Vows
  and Fat from the optional disadvan-
  tages. • Add Code of Honor (Soldier’s)
  [-10] to the final list of optional disad-
  vantages.
  Skills: Reduce both Esoteric Medicine
  and Exorcism to [2]-13. • Add
  Weather Sense (A) IQ+1 [4]-15 to the
  primary skills. • Add Thrown Weapon
  (Spear) (E) DX+2 [4]-14 to the list of ranged combat skills
  options. • Add Soldier (A) IQ-1 [1]-13 to the list of optional
  background skills.
  For an evil cleric, modify the standard template as above,
  then apply the evil cleric lens, with Resistant to Evil
  Supernatural Powers included in the optional advantages, but
  not Resistant to Poison. Also, add Berserk [-10*] and
  Impulsiveness [-10*] to the list of optional disadvantages,
  delete Gluttony, and note that Poisons becomes IQ-1 [2]-13.
  For the druid:
  Advantages: Remove the mandatory Green Thumb, and add
  another 5 points in Druidic abilities.
  Disadvantages: Delete Vow (Vegetarianism) and Phobia (Fire)
  from the optional disadvantages, and add Berserk [-10*]
  and Impulsiveness [-10*] to that list.
  Skills: Delete Disguise (Animals) from the secondary skills list.
  • Raise Weather Sense to IQ [2]-14. • Add Soldier (A) IQ-1
  [1]-13 to the list of optional background skills.
  STORM PRIEST SPELLS
  Clerics of storm gods (whether using the cleric or druid
  templates) have the following spells available.
  PI 1: Aura, Beast-Rouser, Bravery, Coolness, Detect Magic,
  Extinguish Fire, Lend Energy, Lend Vitality, Might, Purify
  Air, Recover Energy, Resist Lightning, Resist Pressure,
  Share Vitality, Shield, Silence, Slow Fall, Thunderclap,
  Umbrella, Vigor, and Warmth.
  PI 2: Predict Weather (Required), Air Jet, Armor, Awaken, Com-
  mand, Create Air, Create Water, Final Rest, Great Voice,
  Purify Water, Resist Cold, Resist Pain, Restore Hearing,
  Restore Sight, Restore Speech, Sense Spirit, Shape Air, Wall
  of Wind, and Windstorm.
  PI 3: Wind (Required), Astral Vision, Breathe Water, Cleansing,
  Clouds, Command Spirit (any type), Glow, Hawk Vision,
  Light, Lightning, Magic Resistance, Minor Healing, Oath,
  Rain, Relieve Sickness, Resist Acid, Resist Disease, Resist
  Fire, Shape Water, Snow, Snow Shoes, Stop Bleeding, and
  Walk on Air.
  PI 4: Storm (Required), Bless Plants, Cloud-Walking, Create
  Food, Cure Disease, Dispel Magic, Dispel Possession, Explo-
  sive Lightning, Hail, Lightning Weapon, Relieve Madness,
  Strengthen Will, Summon Spirit, Turn Spirit, Warm,
  Watchdog, and Weather Dome.
  PI 5: Concussion (Required), Affect Spirits, Astral Block, Ban-
  ish, Compel Truth, Continual Light, Divination, Flight, Fog,
  Gift of Tongues, Lightning Whip, Major Healing, Neutralize
  Poison, Remove Curse, Repel Spirits, Sandstorm, Seeker,
  Sunlight, Turn Zombie, Vigil, Waves, and Whirlpool.
  PI 6: Bind Spirit (any type), Bless, Cloud-Vaulting, Control (Air
  or Water) Elemental, Curse, Drain Mana, Entrap Spirit,
  Great Healing, Lightning Missiles, Lightning Stare, Planar
  Summons (Divine Servitor), Sanctuary, Summon (Air or
  Water) Elemental, Resurrection, Tide, and Wall of Lightning.
  GODS AND DEVOTEES
  28
  SUN GODS
  The sun is obviously essential to human life; it provides
  light and warmth, enabling crops to grow as well as support-
  ing human existence more directly. Sun gods are often pow-
  erful figures, perhaps frighteningly so, being as dazzling and
  impossible to look upon directly as the sun itself. Their cults
  tend to be ritualistic and formal – after all, the sun itself 
  follows a preordained track every single day, without fail, and
  is always reliably bright and warm; the god may expect the
  same reliability of his devotees. Indeed, ritual observances
  may be required to enable the sun to recover from its times
  of weakness, when it slips below the horizon at night or
  grows cooler in winter.
  Holy Warriors of the Storm
  A warrior who devotes himself to a storm cult will surely become some-
  thing of a raging fury. He’ll be directed towards the cult’s stated goals and
  morality, but he will get there by the shortest and often most violent route.
  Use the standard holy warrior template for these characters, with a few
  changes, as described below
  Disadvantages: Add Berserk [-10*] and Impulsiveness [-10*] to the list of
  options.
  Skills: Reduce Exorcism to Will-1 [2]-13. • Add Weather Sense (A) IQ [2]-12
  to the secondary skills. • Move Esoteric Medicine to the list of optional
  background skills, add Soldier (A) IQ-1 [1]-11 to that list, and require the
  character to pick six options from it.
  For warriors serving evil storm gods, modify the template as above, and
  then apply the unholy warrior lens, with Berserk [-10*] and Impulsiveness
  [-10*] added to the list of optional disadvantages.
  
  Many such gods are associated with vehicles of some kind
  that carry the solar disc itself – chariots, ships, or whatever.
  Some delegate the daily journey to a lesser god or demigod, or
  even to the mechanics of the universe, leaving the main solar
  deity free to act elsewhere, albeit still required to intervene
  immediately and in force if any problems arise. Some sun gods
  act as  sky fathers, but others are actually among the second
  generation of deities; the creation of the sun, and the birth of a
  deity to tend it, may actually be the event that divides the first
  age of primal chaos from the modern age of divine law.
  There is only one sun, so most pantheons have just one sun
  god (although maybe with those assistants). However, complex
  mythologies such as that of Egypt may have multiple deities
  governing different times of day, perhaps all subservient to a
  supreme sun god.
  Sun Gods and Morality
  Most people would say that the sun is an unambiguous
  Good thing – but there may be complications. The sun repre-
  sents raw power and shows little concern for human weakness;
  it can burn flesh and bring drought as easily as it can seem
  benevolent. Hence, it may be aligned more to Nature than to
  Good. In a sufficiently paranoid and violent mythology such as
  that of the Aztecs, the sun god may demand numerous bloody
  sacrifices to sustain him against the threat of darkness.
  Technically, a sun god is unlikely to represent overt Evil, but he
  may not be very Good.
  Elements
  Sun gods have some obvious associated elements: Light is
  mandatory, of course, and Fire is entirely reasonable. Darkness
  would imply a god who can take away as well as give, while
  Order and Wisdom fits the “dignified lord of the sky” archetype.
  SPECIAL POWERS
  Use Holy Might for devotees of sun gods, mostly as written.
  Whatever morality the god demands of his worshipers is
  sternly enforced and absolute; the power modifier is unlikely to
  demand a strange Vow, although this isn’t unknown, but
  Truthfulness (6) [-10] is quite possible instead. The available
  Holy abilities do not include Spirit Empathy, but add Damage
  Resistance 1 or 2 (Limited, Elemental, -20%; PM, -10%) [4 or
  7] and Temperature Tolerance 1 to 6 (must be added to the
  “hot” end of the scale) (PM, -10%) [1/level] to the list of options.
  Also, Healing may not be available from some more remote
  and austere sun gods, and if it is granted, add the limitation
  “Preparation Required, 1 minute, -20%,” reducing the cost to
  [27]; it takes time and concentration to direct the power of the
  sun itself to such a specific purpose!
  SUN PRIESTS
  Priests of the sun can generally use the standard cleric tem-
  plate, with the following small changes.
  Disadvantages: Adjust the required disadvantage as necessary
  to fit with the cult’s power modifier. • Delete Vow (Vegetar-
  ianism) from the list of options.
  Skills: Add Bow (A) DX+1 [4]-13 to the list of ranged combat
  skills options. • Add to the optional background skills list
  any vehicle skills that would enable the character to operate
  the type of vehicle traditionally associated with the deity –
  Seamanship (E) IQ [1]-14 for ships, Teamster (A) IQ-1
  [1]-13 for chariots, and so on – along with Navigation (Land
  or Sea) (A) IQ-1 [1]-13.
  SUN PRIEST SPELLS
  Clerics of sun gods have the following spells available.
  PI 1: Light (Required), Aura, Awaken, Beast-Rouser, Bright
  Vision, Detect Magic, Final Rest, Ignite Fire, Lend Energy,
  Lend Vitality, Recover Energy, Resist Cold, Resist Fire,
  Sense Spirit, Share Vitality, Shield, Warmth, and Watchdog.
  PI 2: Sunlight (Required), Bravery, Clean, Command, Contin-
  ual Light, Find Direction, Glow, Heat, Light Jet, Might,
  Minor Healing, Remove Contagion, Resist Disease, Seeker,
  See Secrets, Silence, Stop Bleeding, Summon Spirit, Tell
  Position, Test Food, Turn Spirit, Turn Zombie, Vigor, Wall of
  Light, and Warm.
  PI 3: Continual Sunlight (Required), Affect Spirits, Armor,
  Astral Vision, Cleansing, Command Spirit (any type), Cure
  Disease, Detect Poison, Dispel Possession, Flaming
  Weapon, Flash, Hawk Vision, Know Location, Magic
  Resistance, Oath, Purify Air, Relieve Sickness, Repel Spirits,
  Resist Pain, Resist Poison, Strengthen Will, Sunbolt, Truth-
  sayer, Umbrella, and Wisdom.
  PI 4: Astral Block, Banish, Body-Reading, Compel Truth, Cre-
  ate Food, Dispel Magic, Divination, Great Voice, Major
  Healing, Predict Weather, Purify Food, Purify Water, Relieve
  Madness, Relieve Paralysis, Resist Lightning, Restore Mem-
  ory, Restore Sight, Soilproof, Suspend Curse, and Vigil.
  PI 5: Bless, Blight, Curse, Darkness, Entrap Spirit, Essential
  Food, Gift of Letters, Gift of Tongues, Great Healing, Neu-
  tralize Poison, Regeneration, Remove Curse, Resist Pres-
  sure, Restoration, Restore Hearing, Restore Speech, Silver
  Tongue, Stop Paralysis, and Suspend Mana.
  PI 6: Bind Spirit (any type), Burning Touch, Drain Mana,
  Instant Neutralize Poison, Instant Regeneration, Instant
  Restoration, Pentagram, Planar Summons (Divine Servi-
  tor), Resurrection, Sanctuary, and Wither Plant.
  GODS AND DEVOTEES
  29
  Holy Warriors 
  of the Sun
  Warriors of the sun are likely to fit the generic holy
  warrior archetype quite well: shining paragons of light,
  devoted to burning darkness from the world. Use the
  standard holy warrior template for such “solar war-
  riors.” Adjust the required disadvan-
  tage as necessary to fit with the
  cult’s power modifier. Further-
  more, add Bow (A) DX+1 [4]-14 to
  the list of ranged combat skills
  options, and vehicle skills and Nav-
  igation to the optional background
  skills as for sun priests.
  
  War gods are closely linked to humanity (and related
  species); without thinking beings to do the fighting, no wars
  could happen – just random or natural violence. Of course, not
  everyone likes war or the deities that govern the subject – but
  mortals caught up in war sometimes find themselves praying
  devoutly, and war gods are obvious recipients for their prayers!
  Often, a subdivision of the war god role exists between
  “warrior gods,” “soldier gods,” and “officer gods.” Warrior gods
  are the sort worshiped by barbarian tribesmen; they empha-
  size individual prowess. Soldier gods are the deities of the dis-
  ciplined rank and file of civilized armies, being much
  concerned with right behavior, and expecting their worshipers
  to support each other. Officer gods are often rather aristocratic
  by nature, being worshiped most by the upper levels of society.
  While they expect their followers to be able to fight, and to
  fight well, if necessary, they also expect them to lead armies;
  the god may be more concerned with strategy than with
  weapons. The division isn’t absolute; the same god may display
  a range of skills and attitudes at different times. Still, varying
  views of warfare may open space for multiple war gods in the
  same pantheon, such as Athena and Ares in Greek myth.
  War Gods and Morality
  It’s easy to think of war gods as inherently evil. After all, vio-
  lence and large-scale bloodshed aren’t exactly good things, cer-
  tainly not from most individual humans’ point of view.
  However, gods don’t have to take a human point of view, and in
  any case, war may sometimes be necessary or unavoidable,
  especially in a Dungeon Fantasy world.
  Good war gods are therefore associated with the idea of get-
  ting the job done as cleanly as possible. They tend to be fond
  of smart tactics, but they also expect their followers to obey
  whatever “laws of war” their society respects; massacres and
  gratuitous bloodshed are beneath them. Good warrior gods are
  concerned with the defense of the tribe, good soldier gods pro-
  mote discipline (in a good cause) and comradeship above all,
  and good officer gods expect honor and restraint.
  War gods are rarely very Nature-oriented, aside perhaps from
  a few warrior gods with a sideline in hunting and a taste for sym-
  bolism based on natural predators. Nonetheless, quite a few are
  essentially Neutral. These deities see war as an end in itself,
  inevitable, eternal, and therefore best conducted properly; they
  tend to be very concerned with honor for its own sake. Neutral
  warrior gods generally resemble the tribal warriors who worship
  them – straightforward, rather violent, probably fond of a drink
  or three, and downright obsessed with traditional honor. Neutral
  soldier gods are concerned with professionalism; their wor-
  shipers are expected to hang together as comrades, do their duty,
  and not worry about the reason why. Neutral officer gods are
  similarly focused, perhaps seeing war almost as a game – so to
  them, outsmarting an opponent is almost an act of devotion.
  Truly Evil war gods are bad news. They’re all about con-
  quest and violence, which they see as an end in itself. They may
  consider themselves as essentially neutral while actually dis-
  playing gruesome enthusiasm, or they may serve as the strong
  right arm of the dark powers. Evil warrior gods favor berserk-
  ers and barbarian conquerors, and they love blood and big
  weapons. Evil soldier gods hold that their worshipers should
  obey any order without question, while feeling entitled to take
  whatever they like from those they conquer. Evil officer gods
  hold that might makes right, seeing military dictatorship as the
  correct form for society.
  Elements
  The primary element for a war god is War (of course), as
  well as Fear (mostly for warrior gods), Order (for soldier and
  officer gods), and Wisdom (for officer gods). Chaos is also
  likely to be common. Evil war gods may add Death along with
  Evil; their virtuous counterparts may include Good.
  SPECIAL POWERS
  A Good or Neutral war god, or even a somewhat evil war god
  whose cult nonetheless has a tolerated place in society, will grant
  Holy Might to his priests and holy warriors, and the Holy power
  modifier associated with this will usually require a moral code
  represented by Code of Honor (Soldier’s) or Sense of Duty
  (Coreligionists) – both worth [-10]. The crazier sort of warrior
  god may accept or even encourage devotees who are defined by
  Berserk (12), Bad Temper (12), or Impulsiveness (12) instead. An
  officer god might look for Code of Honor (Gentleman’s). An evil
  war god with an outcast cult will grant Unholy Might, with an
  Unholy power modifier that requires that the character have the
  usual Social Stigma (Excommunicated). In all cases, the abilities
  for this power are as follows:
  Allies, Blessed, Detect, Intuition, Oracle, and Spirit
  Empathy as for standard Holy abilities (Dungeon Fantasy 1,
  p. 22); Patron and Terror as for standard Unholy abilities
  (Dungeon Fantasy 3, p. 41); Hard to Subdue 1-4 (PM, -10%)
  [2/level]; Striking ST +1 to +5 (Costs Fatigue, 2 FP, -10%;
  PM, -10%) [4/level]; Terrain Adaptation (Mud) (PM, -10%) [5];
  and True Faith (Costs Fatigue, 2 FP, -10%; PM, -10%) [12].
  WAR PRIESTS
  Use the standard cleric templates for priests of war, applying
  the evil cleric lens for devotees of the bloodier and darker sorts
  of war god. In either case, apply the following additional lens.
  Advantages: Add Born War Leader 1-3 [5/level], Charisma 1-3
  [5/level], and Combat Reflexes [15] to the optional list.
  Disadvantages: Adjust the mandatory disadvantages to match
  the requirements of the cult’s power modifier. • Delete Fat,
  Laziness, and Vow (Vegetarianism) in the optional disad-
  vantages, replacing them with Bad Temper [-10*], Berserk
  [-10*], and Jealousy [-10] for warrior gods; Code of Honor
  (Soldier’s) [-10] and Sense of Duty (The Army) [-10] for sol-
  dier gods; or Code of Honor (Gentleman’s or Chivalry) [-10
  or -15] and Overconfidence [-5*] for officer gods, where
  these are otherwise unavailable to the character and regard-
  less of the deity’s general moral stance.
  Skills: Reduce points spent on Esoteric Medicine by a stan-
  dard cleric, on Poisons by an evil cleric, and on Exorcism
  by either, by 2 per skill, lowering each skill by a level.
  GODS AND DEVOTEES
  30
  WAR GODS
  
  • Add Savoir-Faire (Military) (E) IQ [1]-14 to the primary
  skills. • Take all the points assigned to primary combat
  and weapon skills, add 3, and spend them on any combat
  and weapons skills – preferably some associated with the
  specific deity – or on Soldier or Tactics. • Add Armoury
  (Any), Interrogation, and Soldier, all (A) IQ-1 [1]-13, and
  Strategy and Tactics, both (H) IQ-2 [1]-12, to the list of
  optional background skills, where the character doesn’t
  have them already.
  WAR PRIEST SPELLS
  War priests may be allowed use of healing magic by their
  deity – but they had better be very careful to use such magic
  “appropriately” in the god’s eyes! Mostly, their spells are
  intended to help warriors do their best in battle – but not to
  replace them.
  PI 1: Bravery (Required), Armor, Awaken, Cleansing, Com-
  mand, Coolness, Detect Magic, Detect Poison, Fear, Final
  Rest, Great Voice, Lend Energy, Lend Vitality, Might, Purify
  Air, Purify Water, Recover Energy, Resist Cold, Resist Dis-
  ease, Sense Foes, Share Vitality, Shield, Silence, Thunder-
  clap, Vigor, Warmth, and Watchdog.
  PI 2: Magic Resistance (Required), Berserker, Compel Truth,
  Create Water, Flaming Weapon, Grace, Haste, Iron Arm,
  Light, Minor Healing, Purify Food, Resist Acid, Resist Fire,
  Resist Pain, Resist Poison, Resist Pressure, Sense Spirit,
  Strengthen Will, Test Food, Turn Spirit, and Turn Zombie.
  PI 3: Oath (Required), Affect Spirits, Aura, Body-Reading,
  Clean, Command Spirit (any type), Continual Light, Create
  Food, Dispel Possession, Fog, Message, Neutralize Poison,
  Peaceful Sleep, Relieve Paralysis, Relieve Sickness, Remove
  Contagion, Repel Spirits, Resist Lightning, Stop Bleeding,
  Stop Paralysis, Summon Spirit, Terror, and Vigil.
  PI 4: (Animal) Control, Astral Vision, Banish, Breathe Water,
  Conceal, Cure Disease, Dispel Magic, Divination, Gift of
  Letters, Gift of Tongues, Healing Slumber, Instant Neutral-
  ize Poison, Major Healing, Monk’s Banquet, Restoration,
  Rider, See Secrets, Seeker, Silver Tongue, Stop Spasm, Sun-
  light, Suspend Curse, and Truthsayer.
  PI 5: Astral Block, Bless, Continual Sunlight, Curse, Entrap
  Spirit, Great Haste, Great Healing, Persuasion, Regenera-
  tion, Relieve Madness, Remove Curse, Restore Hearing,
  Restore Memory, Restore Sight, Restore Speech, Stone to
  Flesh, Suspend Mana, and Wisdom.
  PI 6: Bind Spirit (any type), Concussion, Drain Mana, Earth-
  quake, Instant Regeneration, Instant Restoration, Lesser
  Geas, Pentagram, Planar Summons (Divine Servitor), Res-
  urrection, and Storm.
  GODS AND DEVOTEES
  31
  The holy warriors empowered by a war god are often
  the ultimate manifestation of the god’s nature in human
  form. As such, they are usually devastating fighters – but
  they have to act the part all the time! A war god who favors
  a warrior this way can be a very useful patron – an uncom-
  promising boss with no time for human weakness.
  This sort of holy warrior is less likely than many to be
  permanently employed as a temple guardian or similar,
  especially as war priests are expected to be effective fight-
  ers themselves – although if the temple does need help, the
  warrior had better provide it without hesitation or stinting.
  Rather, the holy warrior should seek out chances to
  demonstrate his prowess, while always paying due tribute
  to the god for his favor. There’s a fine line to walk between
  warrior pride (which is expected), vainly failing to respect
  the god, and simple overconfidence, and many holy war-
  riors have fallen one way or another – and quickly died. Of
  course, dying in battle is an honorable fate in a war god’s
  eyes, so the holy warrior can’t expect unlimited protection
  even when they do everything right. Still, there are always
  young warriors drunk on the idea of military glory; war
  gods can choose their warriors.
  Modify the holy warrior template for these characters
  with the following lens.
  Disadvantages: Adjust the mandatory disadvantages to
  match the requirements of the cult’s power modifier. 
  • Change the Code of Honor (Chivalry) in the optional
  disadvantages to Bad Temper [-10*], Berserk [-10*], and
  Jealousy [-10] for warrior gods, or Code of Honor (Sol-
  dier’s) [-10] and Sense of Duty (The Army) [-10] for 
  soldier gods; officer gods can require Code of Honor
  (Chivalry or Gentleman’s) [-10].
  Skills: Delete Exorcism and Hidden Lore from the primary
  skills list. • Spend another 8 points on any
  combat/weapon skill – preferably something associated
  with the specific deity. • Delete Physiology and Psy-
  chology from the secondary skills, and replace them
  with Savoir-Faire (Military) (E) IQ+2 [4]-14 and Soldier
  (A) IQ [2]-12. • Add Exorcism (H) Will-2 [1]-12 and
  Armoury (Any) and Hidden Lore (Demons or Undead),
  both (A) IQ-1 [1]-11, to the optional background skills.
  Dark and bloody outcast war cults may have their own
  dedicated warriors. Apply the unholy warrior lens to the
  standard holy warrior template, adding Berserk [-10*] to
  the optional disadvantages, along with Jealousy [-10] for
  warrior gods, Code of Honor (Soldier’s) [-10] for soldier
  gods, Selfish [-5*] for officer gods, and Sense of Duty
  (The Army) [-10] for soldier or officer gods. Then, change
  the skills lists as for the holy warrior above.
  Holy Warriors of War
  Blood is the god of war’s
  rich livery.
  – Christopher Marlowe
  
  Countless other fields might be governed by some deity, but
  they are either rare or hard to pin down as to their exact
  nature. GMs or players who want to explore such topics must
  consider what the god’s priorities imply for its worshipers; use
  similar types from this chapter for ideas as to how to modify
  powers, spell lists, etc.
  Although many ideas – such as priests tied to specific places
  – are near-solely of interest to NPCs (and thus outside the scope
  of this book), some possibilities applicable to PC clerics
  include the following.
  Gods of Horses
  These may be nature-oriented, more or less “druidic” deities
  favoring this one “noble” species, or patrons of humanity’s
  most important (or at least stylish) form of transport, probably
  with something of a military bent. All priests and holy warriors
  of a horse god’s cult will of course need Riding and Animal
  Handling skills, and probably traditional cavalry weapons such
  as spears, lances, or bows. The cult’s spell list will inevitably
  draw on the Animal college.
  Gods of Luck
  Experience suggests that any god of luck will be frighten-
  ingly whimsical – but most are benevolent enough, provided
  that their worshipers don’t take them for granted. Priests and
  holy warriors have luck-related advantages, of course.
  Additionally, clerics wield spells that manipulate fortune
  directly (Bless, Curse), that map the currents of fortune (Sense
  Danger, Divination, Predict Weather), or that produce subtle
  effects that could be explained as random chance (Weaken,
  Foolishness, Bless Plants, Turn Blade, Healing Sleep – “Ah,
  ’twas but a flesh wound”).
  Gods of Frenzy
  These deities are usually associated with drunkenness (e.g.,
  Bacchus) or the wildness of nature (e.g., Pan), and their moral
  position is basically associated with Insanity; their worshipers
  may seem like harmless party animals at first glance, but their
  rites are often terrifying bloody. However, much of the time,
  members of the cult may live the lives of respectable citizens;
  worship is how they work off their darker impulses. Their
  priests may be sinister maniacs or dedicated primitives; their
  holy warriors will surely have Berserk. A cult’s spell list will
  include Mind Control spells such as Panic, Terror, and
  Drunkenness, and some from the Body Control college,
  such as Vigor and Resist Pain.
  Gods of Rivers
  Similar to sea gods but less powerful and less violent,
  river gods are obviously limited by geography; their priests
  tend to suffer from localized sanctity issues similar to those
  of city-god priests (pp. 11-12). They grant spells similar to
  those of sea gods, but with less power over monsters and
  earthquakes, and more over springs and possibly the plants
  that their waters irrigate and the animals that live there.
  River gods tend to be important and respected in their own
  lands, however, because they have the power to cause or
  withdraw droughts and floods.
  Gods of Scholarship
  Embodiments of wisdom, these may be the teachers,
  artists, or wizards of their pantheons. They may also be
  masters of a wide range of skills. (The rare darker types are
  gods of secrets and mysteries.) Their priests and holy war-
  riors will probably wield subtle abilities, but a broad range
  of Knowledge spells and high levels in skills such as
  Strategy can make them formidable, at least as NPCs giving
  advice to dungeon delvers.
  GODS AND DEVOTEES
  32
  OTHER DIVINE REALMS
  Whom the gods would
  destroy they first make
  mad.
  – Euripides
  
  Clerics aren’t as concerned with weapons and equipment as
  heavily armed warriors or magic-item-loving wizards, but that
  doesn’t mean that a wise dungeoneering priest will turn down
  any advantages that come available! Certainly, clerics are inter-
  ested in material items related to their religious ideas; such
  things can make powerful focuses for their faith. Furthermore,
  religious relics can be some of the most powerful supernatural
  items of all – although they are accordingly rare and usually
  tricky to use.
  Holy warriors generally follow clerics in all this, but being
  much concerned with practical matters of kicking butt for the
  faith, they have a slightly more practical attitude to hardware.
  SACRED ARTIFACTS
  33
  CHAPTER THREE
  SACRED
  ARTIFACTS
  THE SACRED BUT MUNDANE
  A few types of item have no magical or supernatural power at
  all, but they are nonetheless closely associated with priests or
  holy warriors. The most obvious example is the ever-popular
  holy symbol (Dungeon Fantasy 1, p. 26). Holy symbols usually
  have at most three possible shapes per deity. However, a few
  faiths work on the basis that whatever represents the deity to the
  priest personally is the best sort of symbol, and so allow an infi-
  nite variety of one-off symbols that each only work for one user. 
  Here are some other options and items of interest.
  HOLY SYMBOL WEAPONS
  In some cults, a functional weapon can also act as a holy
  symbol. This is especially appropriate for gods of
  war, but the hammer of Thor and the bow of Apollo
  are also examples. The advantages of using the same
  thing as a weapon and a symbol is that you don’t
  have to put one away and ready the other to switch
  uses – you just have to brandish the weapon for it to
  work as a symbol – and it saves a little weight. The
  disadvantage is that if your weapon is broken or
  you’re disarmed, you’re also down one holy symbol.
  Also, if your weapon is used for some inappropriate
  purpose – to hammer in tent spikes, say, or to carve
  up dinner – it stops working as a symbol until you
  take it to a temple or shrine and spend $20 on sacri-
  fices, incense, etc. to purify it again.
  To purchase a weapon that can also double as an ordinary
  holy symbol, simply find the cost of the appropriate weapon
  and add $50. This represents the trouble of finding something
  that matches the deity’s own weapon in form, maybe having
  some sacred text inscribed on it, and having it purified at a
  temple. A weapon that can also work as a blessed holy symbol
  must have at least +1 CF from the fine, ornate, silver (coated or
  solid), and/or very fine equipment modifiers (Dungeon
  Fantasy 1, pp. 26-27); find the cost including the modifier,
  then add $250 to have it sanctified. For a weapon that doubles
  as a high holy symbol, you need at least +4 CF total from the
  above modifiers; find the cost including the modifier, then add
  $1,000 for the special sanctification.
  It is water from the sacred pool. That and my blessing go with you.
  – King’s Quest VI: Heir Today, Gone Tomorrow
  
  OTHER CLERICAL GEAR
  Members of various religions favor a number of other items
  for part-practical, part-worshipful purposes. The following are
  a few examples.
  Low-Tech Flamethrower
  Priests and holy warriors of fire gods like using fire in com-
  bat. Spells aside, this sometimes means thrown bottles of
  alchemist’s fire (Dungeon Fantasy 1, p. 28), or just the occa-
  sional blow with a flaming torch (p. B394 and Dungeon
  Fantasy 1, p. 24). Sometimes, though, they adopt slightly more
  ingenious devices; although weapons that are more effective
  are available, these items suit their taste.
  Clever artificers manufacture the mechanisms, which are
  basically outsize bronze “squirt guns” with reservoirs that can
  hold up to four pints of flammable liquid – either ordinary
  lantern oil (Dungeon Fantasy 1, p. 24), which serves as a pass-
  able incendiary when sprayed in a fine aerosol, or alchemist’s
  fire. The two liquids can’t be mixed; trying just leads to painful
  accidents. Each pint of liquid takes 30 seconds to load into the
  reservoir, and is good for one shot. Alchemists’ fire is self-ignit-
  ing, while with ordinary oil, the user has to fix a slow match to
  the muzzle of the weapon; this takes three minutes to set up,
  burns for two hours, and may be doused by immersion in
  water, heavy rain, etc.
  The flamethrower must be used two-handed – one hand aims
  it, while the other operates the pump mechanism. The flaming
  jet can be dodged or blocked, but a successful block sets the
  shield ablaze! This is distracting (-2 to DX) and will destroy a
  nonmetallic shield in 8 ¥ DB seconds. (Metallic shields simply
  stop burning after 1d seconds.) Extinguishing the flames takes
  three Ready maneuvers, during which the shield is unready for
  all purposes. The shot can’t be parried. A hit by alchemist’s fire
  is treated the same for damage as a hit by a thrown bottle of the
  stuff (1d burning damage/second for 30 seconds); ordinary oil
  has a similar effect when sprayed by this weapon, but does only
  1d-2 burning damage for 1d seconds.
  Sexton’s Special Shovel
  Devotees of the more benevolent types of death god often
  pay close attention to funerals and graveyards, making sure
  that burials are conducted correctly and that bodies remain
  undisturbed – and that the dead stay where they’re put. In fact,
  lower-level servants of the cult and “hands on” priests often
  work as gravediggers, keeping this practical but sacred space
  tidy in every sense. Unfortunately, though, in the world of
  Dungeon Fantasy, the dead are forever turning restless and
  dark forces are forever invading graveyards, obliging the faith-
  ful to fight back with whatever comes to hand.
  The Sexton’s Special Shovel is a very practical tool/weapon,
  evolved from such improvisations. A solid gravedigger’s shovel,
  it is usually swung to cut, although its less sharpened digging
  tip and broad, flat face can also do some damage. Its carefully
  forged head can hold a remarkably good edge even through
  many days of use for mundane use – although a good owner
  may carefully sharpen it every night. The Shovel also works
  fine for digging holes in the ground.
  Sacred Scalpel
  The art of healing is usually gentle, but sometimes, surgery
  is a necessity, perhaps with a degree of ruthlessness. To priests
  and holy warriors of healing, the scalpel symbolizes this regret-
  table but accepted fact – and a few cults even use such blades
  in combat. A sacred scalpel is the weapon of choice for such
  battle surgeons. It is always fine or very fine quality, can be
  used in surgery, and functions as a blessed holy symbol, (or as
  a high holy symbol if it is very fine).
  In combat, it is purely a melee weapon; the balance is all
  wrong for throwing, and anyway no devotee would dream of
  throwing it away. It also has -2 to parry, due to its small blade
  and lack of a guard.
  SACRED ARTIFACTS
  34
  Clerical Gear
  See pp. B268-271 for an explanation of the statistics.
  LIQUID PROJECTOR (FLAMETHROWER) (DX-4, or other Liquid Projector at -4)
  Weapon
  Damage
  Acc
  Range
  Weight
  RoF
  Shots
  ST
  Bulk
  Rcl
  Cost
  Flamethrower
  See above
  –
  6
  15
  Jet
  4(30i)
  10†
  -6
  –
  $400
  TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
  Weapon
  Damage
  Reach
  Parry
  Cost
  Weight
  ST
  Sexton's Special Shovel
  sw+2 cut
  1
  0U
  $100
  5
  11†
  or
  sw+2 cr
  1
  0U
  –
  –
  11†
  KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)
  Weapon
  Damage
  Reach
  Parry
  Cost
  Weight
  ST
  Fine Scalpel
  sw-2 cut
  C
  -2
  $325
  0.25
  5
  Very Fine Scalpel
  sw-1 cut
  C
  -2
  $1,050
  0.25
  5
  Impiety: Your irreverence
  toward my deity.
  – Ambrose Bierce, 
  The Devil’s Dictionary
  
  Dungeoneering devotees will be glad to hear that they are
  generally free to wield items of supernatural power, although
  they sometimes have to worry about the moral aspects of their
  armories – and the complexities of polytheistic religions can
  add an extra twist or two to this.
  “ORDINARY” MAGIC ITEMS
  Simple magic items aren’t generally a problem for religious
  dungeoneers, and many an adventuring priest happily wields
  a mace enchanted with Accuracy and Puissance, or armor
  reinforced by Fortify. A few items are made with religious
  users in mind, although if they’re enchanted with secular
  magic, and if they don’t have complicated limiting enchant-
  ments, they can actually be used by anybody. High-power
  stay-at-home priests of artificer gods (see pp. 9-10) make other
  items; these may be, functionally,
  ordinary magic items, but they
  can have slightly eccentric fea-
  tures reflecting their origins.
  Some items might, with GM
  permission, also serve as power
  items (Dungeon Fantasy 1,
  p. 28), for which purpose, they
  should have their FP capacity
  noted. The following are a couple
  of exceptional items of interest.
  Apparel of the Adventuress
  Power Item: 10 FP
  These garments were apparently created to the order of a
  priestess of a goddess of love from a wealthy background. Her
  position in the cult required a particular style of dress, but she
  also found herself in too many dangerous situations. The out-
  fit consists of a decorative headpiece, a swirling silk dress with
  multiple cutaway sections, and a pair of high-heeled shoes. All
  three components must be worn for any of the benefits to be
  gained; the enchantments are cast on the array as a set. If the
  user dons more than 1 lb. of other clothing or armor (jewelry,
  packs, slung weapons, etc. don’t count here), all benefits are
  lost until the additional items are discarded. The Apparel
  grants a +3 Defense Bonus (from a Deflect enchantment), +1
  DX (from a permanent Grace spell), +1 Move and Dodge (from
  a Haste enchantment), the benefits of a permanent Mage-
  Stealth spell, and the ability to run, dance, perform acrobatics,
  etc. in the high heels at no penalty (presumably with a variant
  Movement college spell). Incidentally, persistent rumors insist
  that the Apparel works just fine for male wearers, despite the
  fact that it doesn’t incorporate an Adjustable Clothing spell.
  The full set of Apparel weighs 2 lbs., but it can be worn in
  place of the standard set of ordinary clothes (p. B266) that the
  adventurer normally would dress in if not wearing armor. It is
  equivalent to lightweight diaphanous or summer-grade cloth-
  ing, so the wearer will also need a heavy cloak or similar if ven-
  turing outdoors on cool days.
  SACRED ARTIFACTS
  35
  ITEMS OF POWER
  Holy water is mentioned and given a price ($15 for 1/2
  pint “dose”) on p. 26 of Dungeon Fantasy 1. It is, simply,
  water – the stuff of life, the symbol of cleansing natural
  purity – imbued with a small measure of divine goodness.
  As a result, certain evil and impure monsters, mostly vam-
  pires or demons, find that it burns them like fire. Various
  cults make it, primarily for use in rituals, and adventurers
  often like to acquire a few flasks to employ as a weapon.
  Some priests are unhappy about selling the stuff for this
  purpose – it seems disrespectful – but most reckon that it
  can only be used as a weapon against Foul Evil, which is a
  good idea, and are happy to accept the donations to temple
  funds. Still, adventurers who need to buy holy water in a
  hurry may have to make Fast-Talk or Diplomacy rolls.
  Some heroes may think about making their own, but this
  isn’t trivial. It can only be done on a site that has high or very
  high sanctity for the priest or priests involved, which usually
  means a temple or shrine to their god. The process starts
  with casting Purify Water on some ordinary water, then stor-
  ing it in the location for at least 24 hours, and finally, casting
  a 1-point (10 FP) Bless on the purified liquid. One casting of
  Bless can help transform up to 40 pints of purified water
  into holy water. The bottles to hold the liquid have to be
  fancy, more like crystal vials, and so cost $5 each.
  Obviously, this effectively limits the production of holy
  water to cults with access to the two spells required. A few
  springs and the like actually produce water so pure that
  Purify Water isn’t required, and the stuff can be blessed
  straight away; needless to say, once these are located by a
  cult, they are carefully guarded. A very few sacred springs
  actually produce holy water without any human interven-
  tion; these have the status of static holy relics and are
  almost invariably surrounded by well-guarded shrines
  manned by stern priests and fanatic holy warriors.
  Buying It Cheap
  Dungeon Fantasy 2 (p. 3) says that heroes with Cleri-
  cal Investment get holy water at 50% off without even
  having to make any sort of dice roll. Assume that, regard-
  less of what spells PC clerics can learn and cast, NPC high
  priests of all cults have access to the two necessary spells
  (or adequate replacements). Thus, the purchasing clerics
  are not necessarily creating their own holy water; they
  simply have good connections to people who can. Still,
  the GM may opt to reduce or eliminate the discount for
  clerics of cults without access to those spells, in return for
  some replacement benefit.
  Holy Water
  
  Sacred Shovel of Zombie Beheading
  Power Item: 20 FP
  This is a Sexton’s Special Shovel (see p. 34), enchanted by
  a wizard who owed a favor to a holy warrior of a benevolent
  death cult. It is a fine-quality weapon with Penetrating
  Weapon and Puissance cast on it, enabling it to do sw+4(2)
  cut or sw+3 cr damage, while Graceful Weapon gives it Parry
  0. Most dramatically, a carefully tuned variant Accuracy
  enchantment gives the Sacred Shovel’s user +4 to skill when
  making a targeted attack at the neck, face, or skull of an
  undead opponent.
  HOLY RELICS
  Relics are material objects that have been brushed by divin-
  ity, and they still carry some of that power. They range from
  small saint-blessed items or stone chips from sacred sites
  (which grant minor or one-off boons or small protections
  against evil) to the former personal possessions of living gods
  (which pulsate with divine energies and carry the power to
  transform the world if used correctly – or incorrectly).
  Although they display miraculous supernatural powers,
  holy relics are not magical. Rather, they generate effects equiv-
  alent in their basic nature to Holy or Unholy Might or Druidic
  Arts. Still, some – though not all – of them might also serve as
  power items (Dungeon Fantasy 1, p. 28), for use with clerical
  magic only – for which purpose, they should have their FP
  capacity noted. (“One-use” relics cannot work this way.) In
  addition, any relic can be used as a holy symbol of the deity
  who empowers it.
  Even in a Dungeon Fantasy world, seriously significant
  relics are not for sale. They are too rare, too powerful, and too
  important to the worshipers of the deity in question. That said,
  just enough cases occur of relics falling into the hands of com-
  mercially minded characters – or even of temples renting out
  power – that con artists who claim that they have a relic for
  sale may sound plausible.
  Aspergillum of High Power
  Power Item: 5 FP
  This minor relic consists of a small, perforated metal ball
  with a handle attached. It weighs 0.5 lb. and has one power,
  apart from acting as a standard holy symbol for the followers
  of any non-Evil deity: If the ball is filled with holy water, the
  aspergillum can be used to sprinkle it on any one object or
  being within one yard. (The ball holds four ounces – 1/4 of a
  pint – and takes 30 seconds to fill and prepare.) The holy water
  hits automatically, and it has the same effect on evil beings as
  a direct hit from a half-pint bottle of the stuff. Each refill gives
  three uses, thus significantly extending the usefulness of a
  given quantity of holy water.
  Oil of Kingship
  Occasionally, when a rightful and devout king or emperor
  is anointed by a high priest during his coronation ceremony, a
  little of the oil is left over and demonstrates miraculous pow-
  ers. (Sometimes none is left. Adventurers can’t be sure of get-
  ting hold of this stuff, even if they hang around every
  coronation that happens.) Each drop can be conserved in a
  crystal vial (total weight 0.5 lb.), and serves as a blessed holy
  symbol for the cult of the high priest involved in the original
  ceremony. Moreover, if it is dabbed onto the forehead of any
  sapient being by a priest of the same cult, it temporarily grants
  that being a little of the divine power of rulership. He gains +6
  to Will, Charisma 3, Hard to Kill 2, Hard to Subdue 4, Luck,
  Night Vision 2 (the better to pierce the darkness of treachery
  and the shadows of deceit), and the Honest Face perk, all
  cumulative with existing traits (but while Luck becomes
  Extraordinary Luck, Extraordinary Luck doesn’t improve).
  These benefits last for 3d hours, even if the oil is washed off
  or otherwise removed.
  Staff of Earthquakes
  Power Item: 12 FP
  This staff made of petrified wood is far less brittle than
  might be expected. In fact, it seems to be unbreakable – or at
  least invulnerable to any sort of mundane damage. (It certainly
  won’t ever break if used to parry.) It makes a useful if heavy
  weapon: Treat it as a quarterstaff, but with +2 damage and +5
  to required ST in all modes of use. It weighs 12 pounds. It also
  acts as a high holy symbol for any earth-god cult.
  More importantly, it is imbued with the divine earth power
  of the god who once wielded it. Anyone with a firm grip on the
  staff has +15 DR against crushing damage only, and is immune
  to being thrown off his feet by earthquakes or ground move-
  ments (including those caused by the staff). Only one person
  can have a firm grip on the staff while moving around nor-
  mally, but up to four people can stand still while sharing a hold
  if they cooperate.
  Lastly, if just one person is holding the staff, he can trigger
  its greatest power by striking the ground with it while saying
  simply, “I invoke the power of the earth!” in a language he
  speaks at Native level. The result is equivalent to casting an
  Earthquake spell, with a duration of one minute and its area of
  effect centered on the staff; the quake rates as severe over a
  radius of 100 yards, mild 101-500 yards from the staff, and tiny
  from 501 yards to a mile away. This power can be used just
  once per calendar day. No known way exists of reducing the
  area or strength of the earthquake.
  SACRED ARTIFACTS
  36
  Not all the water in
  the rough rude sea
  Can wash the balm off
  from an anointed king.
  – William
  Shakespeare,
  King Richard II
  
  Agni, 16.
  Apollo, 33.
  Apparel of the Adventuress, 35.
  Aspergillum of High Power, 36.
  Bacchus, 32.
  Celestial PCs, 6.
  Ceres, 8.
  Chaotic morality, 5.
  Character abilities and gods, 6; see
  also Priests, Special Powers.
  Cleric template, 6; see also Priests.
  Divine, elements, 6; realms, 5-7; see
  also Gods.
  Druid template, 6; see also Priests.
  Dungeon fantasy vs. reality, 5.
  Elder-spawn, 6.
  Elements, divine, 6; see also Gods.
  Equipment, 33-36.
  Evil cleric lens, 6.
  Evil morality, 5.
  Flamethrowers, 34.
  Gods, agriculture, 8-9; artificers, 9-
  10; city, 11-12; death, 13-
  14earth, 14-15; fire, 16-17;
  frenzy, 32; harvest, 8-9; healing,
  20-21; horses, 32; hunting, 17-
  18; love and fertility, 18-20;
  luck, 32; messengers and
  rogues, 22-23; night, 23; rivers,
  32; scholarship, 32; sea, 25-27;
  storm, 4, 27-28; sun, 28-29;
  war, 30-31; see also Divine,
  Morality And Gods, Pantheons.
  Good morality, 5.
  Greek deities, 4, 25, 27, 30.
  GURPS, Basic Set, 3; Dungeon
  Fantasy, 3-5, 11, 30, 34, 36;
  Dungeon Fantasy 1:
  Adventures, 3, 7-9, 23, 30, 33-
  36; Dungeon Fantasy 2:
  Dungeons, 11, 35; Dungeon
  Fantasy 3: The Next Level, 3,
  6, 7, 11, 30; Dungeon Fantasy
  4: Sages, 9, 10; Dungeon
  Fantasy 5: Allies, 3, 6, 7, 17;
  Fantasy, 3; Magic, 3; Powers,
  3; Thaumatology, 3.
  Half-spirits, 6.
  Hindu deities, 16.
  Holy hunters, 18.
  Holy relics, 36.
  Holy symbol weapons, 33.
  Holy warriors, agriculture, 8;
  artificers, 10; city, 12; death, 14;
  earth, 15; fire, 16; harvest, 8;
  healing, 21; hunting, 18; love
  and fertility, 20; messengers and
  rogues, 23; night, 24; sea, 26;
  storms, 28; sun, 29; war, 31.
  Holy water, 35.
  Infernal PCs, 6.
  Infused, 6.
  Insane amorality, 5.
  Items of power, 35-36.
  Leadership of pantheons, 4.
  Lens used, 6; see also Priests.
  Loki, 16.
  Magic items, 35-36.
  Morality and gods, 5; see also Gods.
  Mortal followers, 6.
  Multiple realms, 7.
  Nature morality, 5.
  Neutral morality, 5.
  Norse deities, 4, 16, 27.
  Odin, 4.
  Oil of Kingship, 36.
  Pan, 32.
  Pantheons, overview, 4-6.
  Pele, 16.
  Poseidon, 25.
  Power Investure (PI) advantage, 7;
  see also Spell Lists.
  Priests, agriculture, 8; artificers, 10;
  city, 12; death, 13; earth, 15;
  fire, 16; harvest, 8; healing, 21;
  hunting, 17; love and fertility,
  19; messengers and rogues, 22;
  night, 24; sea, 26; storms; 29;
  sun, 29; war, 30-31.
  Priest spells, see Spell lists.
  Realms, divine, 5-7; see also Gods.
  Real-world gods in dungeon
  fantasy, 5.
  Recommended GURPS books, 3.
  Relics, holy, 36.
  Roman deities, 8, 16.
  Sacred scalpel, 34.
  Sacred Shovel of Zombie
  Beheading, 36.
  Sexton’s Special Shovel, 34.
  Skills, useless, 9.
  Sky father, 4, 7, 27, 29.
  Special powers, agriculture, 8;
  artificers, 9-10; city, 11-12;
  death, 13; earth, 15; fire, 16;
  harvest, 8; healing, 21; hunting,
  17; love and fertility, 19;
  messengers and rogues, 22;
  night, 24; sea, 25-26; storms, 27;
  sun, 29; war, 30.
  Spell lists, agriculture, 9; artificer,
  10; city, 12; death, 13-14; earth,
  15; fire, 16-17; harvest, 9;
  healing, 21; hunting, 18; love
  and fertility, 20; messengers and
  rogues, 22-23; night, 24-25; sea,
  27; storms, 28; sun, 29; war, 31.
  Staff of Earthquakes, 36.
  Templates used, 4, 6; see also
  Priests.
  Thor, 27, 33.
  Tiamat, 25.
  “Useless” skills, 9.
  Vesta, 16.
  Weapons, 33, 34.
  Zeus, 27.
  Zhu Rong, 16.
  INDEX
  37
  INDEX
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SOURCE: textdata/thevault/GURPS [multi]/GURPS - 4th Edition - Dungeon Fantasy 7 - Clerics.pdf