I make some GURPS content from time to time, and it takes me a long time to make it. So, since it takes me a long time to do that, I thought I'd start a blog so that my GURPS stuff would exist for all eternity. I plan on posting assets, conversations about complicated rules, session recaps, etc. I dunno if this will be useful to anyone, or only useful to myself, but here we go.
Friday, June 17, 2016
Divine Favor: More Messenger/Rogue Abilities
We always fixate on the rogue
element, but not the messenger
So, I'm just brainstorming and rapid firing a bunch of interesting Divine Favor abilities based on what catches my eye in Dungeon Fantasy 7: Clerics. My cleric player needs a non lethal takedown ability among other things, but looking at the list, there are a few other things that might be interesting and applicable as well.
So these two are pretty vanilla, one is basically a daze affliction and one is a sleep affliction. I don't think one is exceptionally better than the other, but sleep is exactly 10 character points more no matter what. That said, daze has a certain subtlety that sleep doesn't. At a glance you can tell someone is asleep: they usually fall down or slump over, on the other hand, someone in a stupor isn't immediately apparently in another world.
Go to Sleep, Pal
Learned Prerequisite: Divine Favor 8
Learned Prayer Cost: 9 points
With the help of your god, put someone to sleep
Statistics: Affliction 1(Will; Based on Will, +20%; Divine, -10%; Incapacitation, Sleep, +150%; Increased 1/2D, 10x, +15%; Malediction 2, +150%; No Signature, +20%) 
At Ease, Buddy
Learned Prerequisite: Divine Favor 7
Learned Prayer Cost: 7 points
With the help of your god, put someone into a stupor
Statistics: Affliction 1(Will; Based on Will, +20%; Divine, -10%; Incapacitation, Daze, +50%; Increased 1/2D, 10x, +15%; Malediction 2, +150%; No Signature, +20%) 
Interesting Support Abilities
The Delayed Message (p.24) spell from Sorcery would work well, but note that adjusted to use the Divine modifier, it would cost 39 points, or 8 points as a Learned Prayer. Similarly Locksmith (p.22, cost unchanged) Gift of Tongues (p. 14, I just realize I reinvented this wheel a few posts ago... but somehow came out way cheaper?) Cool (p.26, 8 points, well, 7.5 points) and the inverse (Warm?) are also suitable for aiding travelers in harsh climates.
From Powers, Mindwipe (p.143, 48 points with Divine modifier) Culture Sense (p. 148, 12 points), Sampler (p.148, 16 points,) Universal Translator (p.148, 74 points,) Compel Truth (p.148, 12 points, is the cost in the book wrong?) There are a few more that I'm on the fence about, but those explicitly match the feeling I'm going for.
Since Encumbrance is a constant issue for my players, I think an ability to be able to ignore some encumbrance would be good.
Ah! That's a Load Off!
Learned Prerequisite: Divine Favor 7
Learned Prayer Cost: 6 points
Your god shares your burdens, and you may ignore up to your Basic Lift five times in encumbrance!
Statistics: Payload 50(Cosmic, weight doesn't count against your Encumbrance, +50%; Divine, -10%) 
And the quintessential travel ability, walking faster.
Your god allows you and your travelling companions to travel twice as fast! This version supports six additional travelers (the amount of players in my cleric player's party) but more can be added by increasing the learned prayer cost by 2 per additional affected person. All affected travelers must remain within four yards of you. The party must focus on walking and cannot do anything else while traveling fast.
A lot of these feel kinda vanilla, but eh, they've never been written before (that I've seen) and I needed them, so hey, I kill two birds with a single stone. I figured out a bunch of abilities I needed to figure out, and I finished a blog post! If you like Sorcery instead, a lot of these are just slightly cheaper in Sorcery, but I'll leave that as an exercise for you dear reader if you so desire.