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*Pathfinder & Starfinder
How would you do Clerics in the Modern Day?
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<blockquote data-quote="Tar Markvar" data-source="post: 401972" data-attributes="member: 2859"><p>I suppose I should flesh out my skeletal campaign world a bit for more advice.</p><p></p><p>This game was originally made for a homebrew version of Hunter: The Reckoning. Basically, it's the modern day (actually, the game begins on 1/1/00, with the y2k paranoia), and while everyone's fears of the y2k bug were unfounded (most computers made it through without a problem), there was a huge problem in the world: The sun never came up that morning, and wouldn't for thge forseeable future. Something's darkening the sky, even though somehow the day's heat gets through for the most part. The PCs become aware of monsters and supernatural threats in the world (I am considering having them "imbued" as in Hunter, because I like the concept of "Hunter sight", which lets the PCs see disguised creatures as they really are) and get involved with a ragtag group of people who've been fighting supernatural threats on their own (sorta like Buffy's "Scoobies," but without Buffy or Giles). </p><p></p><p>The meat of it is that magic, evil creatures, and the like have existed all along. Demihumans are either missing or non-existant (I'll restrict all PCs to humans), but magic has always been there in a ritual form. Those few who can do magic generally can't work spells on their own, and those who can may never meet another spellcaster in their lives. There are vampires, ghouls, goblins, half-goblins, undead, and other sorts of creatures that the PCs get involved with as time goes on. </p><p></p><p>What I was considering was to make everyone start out as an NPC class (expert, most likely) and multiclass into a PC class over time. Those who use weapons a lot will likely become fighters. Those interested in knowledge and the arcane arts can seek out a mentor or codex to become a wizard. And I suppose those looking for a higher power could seek out an order of priests and learn the road to true miracles. </p><p></p><p>I'd solve the "Why go to a doctor?" problem by noting that there are few real miracle-men out there... likely in the double digits in the world. I'll solve the "illusions uber alles" problem by saying that illusions can't fool electronic equipment, where there is no brain to fool. As for the "D&D actions are illegal" problem, well, tough. If you're going to go around tossing fireballs into houses, you better have a good reason or a way to cover it up, and if not, well, welcome to the "The Fugitive" segment of our campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I suppose a religious order or cult would supply the means by which to gain cleric spells or arcane knowledge. I like the idea of spells causing awe or fear checks on those not used to them. Especially things like Summoning or Necromantic spells. Hell, even Cure Light Wounds would be scary, watching your flesh crawl as that gunshot closes on its own... not to mention the crisis of faith that follows as you realize that there most likely IS a God.</p><p></p><p>I like it. What do you guys think?</p></blockquote><p></p>
[QUOTE="Tar Markvar, post: 401972, member: 2859"] I suppose I should flesh out my skeletal campaign world a bit for more advice. This game was originally made for a homebrew version of Hunter: The Reckoning. Basically, it's the modern day (actually, the game begins on 1/1/00, with the y2k paranoia), and while everyone's fears of the y2k bug were unfounded (most computers made it through without a problem), there was a huge problem in the world: The sun never came up that morning, and wouldn't for thge forseeable future. Something's darkening the sky, even though somehow the day's heat gets through for the most part. The PCs become aware of monsters and supernatural threats in the world (I am considering having them "imbued" as in Hunter, because I like the concept of "Hunter sight", which lets the PCs see disguised creatures as they really are) and get involved with a ragtag group of people who've been fighting supernatural threats on their own (sorta like Buffy's "Scoobies," but without Buffy or Giles). The meat of it is that magic, evil creatures, and the like have existed all along. Demihumans are either missing or non-existant (I'll restrict all PCs to humans), but magic has always been there in a ritual form. Those few who can do magic generally can't work spells on their own, and those who can may never meet another spellcaster in their lives. There are vampires, ghouls, goblins, half-goblins, undead, and other sorts of creatures that the PCs get involved with as time goes on. What I was considering was to make everyone start out as an NPC class (expert, most likely) and multiclass into a PC class over time. Those who use weapons a lot will likely become fighters. Those interested in knowledge and the arcane arts can seek out a mentor or codex to become a wizard. And I suppose those looking for a higher power could seek out an order of priests and learn the road to true miracles. I'd solve the "Why go to a doctor?" problem by noting that there are few real miracle-men out there... likely in the double digits in the world. I'll solve the "illusions uber alles" problem by saying that illusions can't fool electronic equipment, where there is no brain to fool. As for the "D&D actions are illegal" problem, well, tough. If you're going to go around tossing fireballs into houses, you better have a good reason or a way to cover it up, and if not, well, welcome to the "The Fugitive" segment of our campaign. :) I suppose a religious order or cult would supply the means by which to gain cleric spells or arcane knowledge. I like the idea of spells causing awe or fear checks on those not used to them. Especially things like Summoning or Necromantic spells. Hell, even Cure Light Wounds would be scary, watching your flesh crawl as that gunshot closes on its own... not to mention the crisis of faith that follows as you realize that there most likely IS a God. I like it. What do you guys think? [/QUOTE]
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How would you do Clerics in the Modern Day?
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