petermcleod117
2021-08-23, 01:13 PM
in the third party supplement by Green Ronin, Skull and Bones, it is stated that the gods regularly possess people and act through them as a way of communicating with their priests, particularly during the ritual they perform every week to regain their spells. it is implied that they are able to use at least some of their power while doing so, though it is not stated how much or in what form this interference takes.
this wouldn't be a problem, since the gods are NPCs,if not for the fact that there is a player option which allows the gods to randomly possess a PC, granting them massive power in exchange for occasionally having to role play the gods at inopportune times (like when they are trying to be diplomatic).
One of the gods has decided it enjoys walking around in your skin.
Benefits and Drawbacks: Your god may possess you and fight on your behalf when you are in dire straits, but might also decide to go for a ride at the exact wrong time (such as when dining with the governor’s daughter). The exact benefits and drawbacks of this fortune are up to the GM, and depend largely on the specific go that chooses you.
no stats are given for the gods, though their domains are provided. I have considered allowing to cast domain spells at will, though that may completely defeat the point of having clerics, especially since in the setting clerics have to individually bargain for any spells above third level.
another idea is to allow them to spontaneously cast domain spells as a sorcerer of their level, but only up to third level spells.
this wouldn't be a problem, since the gods are NPCs,if not for the fact that there is a player option which allows the gods to randomly possess a PC, granting them massive power in exchange for occasionally having to role play the gods at inopportune times (like when they are trying to be diplomatic).
One of the gods has decided it enjoys walking around in your skin.
Benefits and Drawbacks: Your god may possess you and fight on your behalf when you are in dire straits, but might also decide to go for a ride at the exact wrong time (such as when dining with the governor’s daughter). The exact benefits and drawbacks of this fortune are up to the GM, and depend largely on the specific go that chooses you.
no stats are given for the gods, though their domains are provided. I have considered allowing to cast domain spells at will, though that may completely defeat the point of having clerics, especially since in the setting clerics have to individually bargain for any spells above third level.
another idea is to allow them to spontaneously cast domain spells as a sorcerer of their level, but only up to third level spells.