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Thread: Looking for Faith-based Magic Rules

  1. #1
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    Looking for Faith-based Magic Rules

    I'm looking for some rules for Faith Magic. Oddly enough I need it for a Sci Fi game but this is the best place to ask.

    Any help would be appreciated.
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    Re: Looking for Faith-based Magic Rules

    Define which codes or tenents the priest, or whatever, must follow. Stick a limitation on the magic -1/2(ish depending on how restrictive the code is) that he can't use it if he breaks his vows.

    If he does break his vows he needs to go through some sort of ordeal or trial until which time he won't have access to his powers.


    Now, all of this is dependant on what the person believes in and what style of God it is.


    Can you be a bit more specific?
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    Re: Looking for Faith-based Magic Rules

    I've been working on a project that might help. Also from a sci-fi campaign.

    I'm conceiving artificial sentient memespheres that function like deities. Got the idea from here. In people they occupy the finite belief/paradigm-space in our minds... ('finite' in the sense that if you believe that the world is flat, you can't also believe that it's round). These beings are composed entirely of self-sustaining/promoting transmitted cultural trappings (slogans, dogmas, icons, ideals, methods...).

    In-game, I've started by building them as Psychological Limitations like codes of conduct that you are required to take if you want certain Powers. The rational behind this was inspired by the Bene Gesserit from Dune (In the later books, you learn that during the process of Bene Gesserit training, along with gaining powers, you inherently also gain the desire to follow the Bene Gesserit agenda due to your new perception of reality. It's inescapable.). The Psychological Limitations take care of the belief side of the equation for the character sheet, and can be beneficial by helping to resist the Mental Powers of others that conflict with the paradigm/code-of-conduct of the character.

    In my setting, Powers are gained by acquiring unique forms of knowledge (through the indoctrination/implantation of artificial memory engrams) that unlock the character's ability to manipulate Universal forces from the outside of simulated reality. I see this is a form of Gnosticism/Esotericism, and I intend to represent the process as fairly mystical/spiritual. These are spells, essentially, which were discovered/designed by a network of planet-sized AI constructs and packaged in the form of the sentient memespheres.

    It's a work in progress.

    Anyhow, yeah. It's not so much a matter of faith granting powers: but powers/knowledge that necessitate faith. The deeper a character goes down a specific Esoteric path, the more powerful is his required Psychological Limitation purchase... thus, the stronger is his faith.
    Last edited by Mister E; May 30th, '07 at 01:49 AM.
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    Re: Looking for Faith-based Magic Rules

    I recommend a 3 part process...

    1) Require all faith based characters to take the characer disadvantage, Psychological Limitation: Devoted to diety and his/her purposes (Very Common, Total) 25 points.

    2) Require all faith based characters to purchase Power Skill: Faith (EGO Based)

    3) Require all "Prayers (spells)" to take the limitations, Only When Serving the dieties purpose (-1/2), and Requires a Power Skill: Faith roll (-1/2). You may also consider requireing the Spell limitation.
    Starwolf
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    Re: Looking for Faith-based Magic Rules

    Here's how I always want to GM clerics.

    Clerics don't lose their powers for violating their religion. They lose their powers if they:

    * believe they violated their religion, and

    * were caught violating their religion by their church hierarchy.

    On the first part, you know how humans can pretty much always believe they're in the right, no matter how far down they fall? Yeah, that. On the second part, there's a reason that deities have church hierarchies on earth, complete with high priests, patriarchs, etc., so they don't have to do all of the work themselves. (Do you know how boring it is to run a large organization, especially when you have tremendous cosmic power? Like they really want to do things like authorize expenditures and make sure their worshippers in the back row are awake.)

    And: your deities don't give you power only for serving their purposes. They give you the power and trust that you're going to use it for their purposes. If it turns out you haven't, don't worry. They'll insist that you account for it in the afterlife. And they can be pretty insistent. (Oh, and if you go all player character and play like you're not worried about that bit? That's an XP penalty. Not to mention, after your death we'll do a little cut scene showing what happens when you get there...)
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    Re: Looking for Faith-based Magic Rules

    Quote Originally Posted by Starwolf View Post
    I recommend a 3 part process...

    1) Require all faith based characters to take the characer disadvantage, Psychological Limitation: Devoted to diety and his/her purposes (Very Common, Total) 25 points.

    2) Require all faith based characters to purchase Power Skill: Faith (EGO Based)

    3) Require all "Prayers (spells)" to take the limitations, Only When Serving the dieties purpose (-1/2), and Requires a Power Skill: Faith roll (-1/2). You may also consider requireing the Spell limitation.
    What's the Spell limitation?
    By reading this signature you agree, on behalf of your employer, to release me from all obligations and waivers arising from any and all NON-NEGOTIATED agreements, licenses, terms-of-service, shrinkwrap, clickwrap, browsewrap, confidentiality, non-disclosure, non-compete and acceptable use policies that I have entered into with your employer, its partners, licensors, agents and assigns, in perpetuity, without prejudice to my ongoing rights and privileges.

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    Re: Looking for Faith-based Magic Rules

    Some of the Magic Systems linked to therein are Divine.

    However, almost any magic system can be "Divine" -- at its basic level its just a justification of origin. So, you can take any Magic System you like and call it Divine, making any changes you feel appropriate (if any).
    A complex system that works is invariably found to have evolved from a simple system that worked.
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    Re: Looking for Faith-based Magic Rules

    Quote Originally Posted by jtelson View Post
    What's the Spell limitation?
    Listed on page 246 of FH...

    It reflects the optional rule that spells cannot be part of a multiple attack, nor can they use the blazing away, grab by, haymaker, hipshot, hurry, move by, move through, pulling a punch, rapid fire, snap shot, suppression fire, sweep, bouncing an attack, or spreading. it is suggested that this be applied to attack spells, and is a (-1/2) limitation.
    Starwolf
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    Re: Looking for Faith-based Magic Rules

    I'm running a Sci Fi game where mankind has expanded into the solar system and found peace and harmony through technology. Mankind has pretty much lost all religious fevor except for a small few (mostly devoted clergy).

    AI's have allowed the various religions to get together and discuss, review and analyze almost every religious text in such a way as there is no longer any doubt whcih religion was right (not important which one for the game). Basically mankind has found utopia and lives peacefully.

    when mankind turns it's eyes beyond the solar system something stares back at them. Creatures straight out of Lovecraft, Faust, Dante and every other "hell" begin to attack Mankind. The appearacne of these creatures brings back religious discussion in a hurry and some people begin to discover they are capable of performing miracles. (this is what I'm looking for , a system that makes this work.)

    The campaign is sort of Miltant-Horror-Lovecraftian-Fantasy-Space Opera.
    Gamers tell you what their character can do. Roleplayers tell you what their character did.

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    Re: Looking for Faith-based Magic Rules

    You should check out a novel called Candle by John Barnes. IIt has alot to do with Memes and AI's and what a world would be like with them.
    Gamers tell you what their character can do. Roleplayers tell you what their character did.

    Stark Raving Insane

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    Re: Looking for Faith-based Magic Rules

    Western Shores magic is faith based - the mass belief of large amounts of people actually creates the energy that users of magic tap into.
    You can find out more about it here-
    http://www.curufea.com/hero/doku.php?id=ws

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    Re: Looking for Faith-based Magic Rules

    Quote Originally Posted by ParagonAlpha View Post
    I'm running a Sci Fi game where mankind has expanded into the solar system and found peace and harmony through technology. Mankind has pretty much lost all religious fevor except for a small few (mostly devoted clergy).

    AI's have allowed the various religions to get together and discuss, review and analyze almost every religious text in such a way as there is no longer any doubt whcih religion was right (not important which one for the game). Basically mankind has found utopia and lives peacefully.

    when mankind turns it's eyes beyond the solar system something stares back at them. Creatures straight out of Lovecraft, Faust, Dante and every other "hell" begin to attack Mankind. The appearacne of these creatures brings back religious discussion in a hurry and some people begin to discover they are capable of performing miracles. (this is what I'm looking for , a system that makes this work.)

    The campaign is sort of Miltant-Horror-Lovecraftian-Fantasy-Space Opera.
    What do you mean by "miracle"? Do you mean like hand-waved "Timmy has been resurrected from the dead -- its a miracle!" changes or arbitrary "all the evil aliens you can see go poof -- its a miracle!" effects, or do you mean "dude can fly -- its a miracle!" personal level powers, or something else?

    The effect(s) you intend determine the answer to how should it be modeled / what kind of Magic System will properly represent it.
    A complex system that works is invariably found to have evolved from a simple system that worked.
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    Re: Looking for Faith-based Magic Rules

    Quote Originally Posted by Starwolf View Post
    Listed on page 246 of FH...

    It reflects the optional rule that spells cannot be part of a multiple attack, nor can they use the blazing away, grab by, haymaker, hipshot, hurry, move by, move through, pulling a punch, rapid fire, snap shot, suppression fire, sweep, bouncing an attack, or spreading. it is suggested that this be applied to attack spells, and is a (-1/2) limitation.
    Thank you
    By reading this signature you agree, on behalf of your employer, to release me from all obligations and waivers arising from any and all NON-NEGOTIATED agreements, licenses, terms-of-service, shrinkwrap, clickwrap, browsewrap, confidentiality, non-disclosure, non-compete and acceptable use policies that I have entered into with your employer, its partners, licensors, agents and assigns, in perpetuity, without prejudice to my ongoing rights and privileges.

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