"A cleric has access to the spells of his god"

Discussion of all things magical for DCC RPG -- "Let the Phlogiston take you where it will..."

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meinvt
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"A cleric has access to the spells of his god"

Post by meinvt »

Right now I find table 1-5 serviceable, but what I really want is something with a bit more nuance between the gods and their beliefs. Not a lot, but the following:

God Name
The basic domain and tenets of the god summed up in 1-3 sentences.
Description of holy symbology.
Preferred weapon(s), implements or other equipment.
List of spells known by all clerics of that god by level (2 at first level, 1 for levels 2 and 3).
Recommended spells for clerics of that god by level (5 at first level, 4 at second, 3 at third, 2 at fourth and fifth).
More specific list of "unholy" creatures the cleric can turn.
Important observances, rites, or holy days.
No more than a paragraph on who are common followers, agenda of followers, etc.

Does this sort of information exist?
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Re: "A cleric has access to the spells of his god"

Post by Zdanman »

I second this request. Especially info about customs, holy days, types of prayer preffered by the god etc. are much needed. This would/will make playing a cleric much more flavourful and cool.
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Re: "A cleric has access to the spells of his god"

Post by Harley Stroh »

There are hints of *some* of this in DCC 35, but not all. These are good requests. Hmm...

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Re: "A cleric has access to the spells of his god"

Post by shadewest »

I would challenge you to do this for yourself, or even better, get your cleric player to do it. He don't need to work up more than his own deity, but as more pcs come through the game, the list will expand organically, and tailored to the interests of your group.
...unless the judge rules otherwise.

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Re: "A cleric has access to the spells of his god"

Post by mythfish »

shadewest wrote:I would challenge you to do this for yourself, or even better, get your cleric player to do it. He don't need to work up more than his own deity, but as more pcs come through the game, the list will expand organically, and tailored to the interests of your group.
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Re: "A cleric has access to the spells of his god"

Post by meinvt »

I have no problem filling in this information myself. I was asking more from a sense of what is already "established" in other DCC adventures, setting discussion, etc. It sounds like I may need to track down 35...
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Re: "A cleric has access to the spells of his god"

Post by Harley Stroh »

Well, DCC #35 is stupid expensive (if you can find it). We might collect all this info, and fill it out, for an annual, rather than expect folks to shell out $$$ for old DCCs.

//H
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Re: "A cleric has access to the spells of his god"

Post by henis »

I was wonder what are other judges views or ideas on the gods of DCC so far? Curious to hear what people have in mind for Cleric players, and the possibility of a Deities and Demigods book........please?

I saw the listed ones as the following. In a way.

Law
Shul- Though pretty much the same thing as in The Sunken Ziggurat

Klazath-Maybe like an Aries or Thor type, with a little bit of Crom mixed in, possible big on summoning fighters and weapons. Dislikes weakness, etc.

Ulesh- Though of something similar to Pelor from 3 ed. maybe?

Choranus- Was totally thinking of an Odin-type of figure

Daenthar- I found this one tough to conclude, maybe like a combination of Freyr or Hephaestus mixed with Crom (when I saw Mountain God I thought Crom), and wields a hammer, god of industry after all.

Gorhan- Saw something like a paladin type of god, keeps the same type of "knightly Virtues".

Justicia- Haven't really thought on this one yet, maybe similar to Gorhan.

Aristemis-I don't own the book Arrows of Aristemis, but maybe like Athena.

Neutral
Amun Tor- A Hyborean version of Olidammara? (Bel with a smile?)

Ildavir- Maybe similar to the world root patron, a elder looking Dryad.

Pelagia- I used The Adventure Begins for a reference

Cthulhu- Our favorite Old one

Chaos
Ahriman- A combination of a seterotypical death looking type, with a combination of Nergul from Warhammer, Personally saw a Skeletonlike worm creature with a human head, forget the name of the monster.

Hidden Lord-a constantly veiled figure. Never showing its face. All black cloak and hood.

Azi Dahaka- The patron area helped.

Bobugbubilz- same as above

Cadixtat- First thing that popped in my head. A demonic looking Minotaur covered with metal skin.

Nimlurun-A similar looking god to Ahriman, maybe more grub-like

Malotoch-I remember seeing her in Aerie of the Crow god, I think.

Well thats all, may add more as time goes on and any other ideas or veiws would be awesome.

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Re: "A cleric has access to the spells of his god"

Post by Karaptis »

I may be breaking from the deities and going with the Standard Law vs chaos theme.
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Re: "A cleric has access to the spells of his god"

Post by shadewest »

Karaptis wrote:I may be breaking from the deities and going with the Standard Law vs chaos theme.
This works well, too.
...unless the judge rules otherwise.

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Re: "A cleric has access to the spells of his god"

Post by SYKOJAK »

Hello Folks!

New to the Discussion Boards and new to DDC games in general. We have played a few games of DCC. Mainly, the Character funnel, and the first 2 levels of some "forgotten city" module. I just love the fact that it is all "old school gaming." I love it for this reason that, no one character is invulnerable, and the fact they truely need a full party with them just to make it through an adventure or two.

It is my humble opinion, that far too often, in the later editions of AD&D, players got a God-Complex concerning towards how they think their characters were. So that they could handle any situation all by themselves. This is a major sticking point in most of the player groups and to how they quickly devolve into "Lord of the Rings meets Jack-Ass" type of player character bands. Granted, most of the time, it was an all Evil party with no stong leader present. Which of course, tends to devolve into nothing but pure Chaos, and inter-party back stabbing.

It is my belief that this system (DCC), totally eliminates the "Player-Character Survivor-Syndrome" via the high character attrition rates. No matter what thier alignments, the PCs are forced to cooperate in order just to survive. I totally enjoy the manner of "Wealth through Attrition", especially so, in the Character Funnel of playing 0-level characters.

But onto the point of this thread's perpose. "A Cleric's access to the spells of his chosen god." I have a first level Cleric of Cthulu. Granted, I have yet to read any of the H.P. Lovecraft novels concerning Cthulu to speak of. I do believe that it is time for some required reading from appendix N. My concerns are since my only personal knowledge of Cthulu is through gaming sources, (namely Steve Jackson Games, Illuminati Conspiracy,) is to how Cthulu can be considered a Nuetral God as opposed to a Chaos God? Through Steve Jackson, I always took the interpretation of the "Cult of Cthulu" as nothing short of Chaotic Evil. Can anyone provide some enlightenedment there?
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Re: "A cleric has access to the spells of his god"

Post by Raven_Crowking »

From my understanding, Cthulhu cultists may be evil, but Cthulhu himself is simply uncaring.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Re: "A cleric has access to the spells of his god"

Post by Karaptis »

I pulled out the old Deities and Demigods and went for Melnibonean and Cthulhu mythos with Cthulhu and the eldar gods being the ultimate uncaring (neutral) evil and the Tanelorn types being the "good" neutrals. Plenty of Patrons to work with this way.
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Re: "A cleric has access to the spells of his god"

Post by SYKOJAK »

Ok now! Since I have been reading the H.P. Lovecraft stories it does makes sence now that Cthulhu is Neutral. Even in his own cults dedicated to him, he does not care about. All of humanity he considers nothing more than a big Ant-hill. We are all tiny, insignificant insects to be squashed at his whim. Hense he does not care what his cult-members do with the powers he gives them. It is more out of curiosity that he allows the cults to do, just so he can observe what transpires next.
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Re: "A cleric has access to the spells of his god"

Post by ragboy »

Karaptis wrote:I may be breaking from the deities and going with the Standard Law vs chaos theme.
I'm taking the approach that "Law" and "Chaos" are mortal constraints. Immortals have "agendas" that almost never fit in a mortally defined box. The Box is the religion. From the immortals' agendas I'm throwing out 4 or 5 tenets that originate from the religion -- and are loosely based on the agenda. Again, the religion has goals, the god has goals, they touch as closely as possible, but are rarely aligned.
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Re: "A cleric has access to the spells of his god"

Post by DCCfan »

Harley Stroh wrote:Well, DCC #35 is stupid expensive (if you can find it). We might collect all this info, and fill it out, for an annual, rather than expect folks to shell out $$$ for old DCCs.

//H
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Re: "A cleric has access to the spells of his god"

Post by Raven_Crowking »

SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Re: "A cleric has access to the spells of his god"

Post by arcadayn »

Raven_Crowking wrote:Perhaps of some help:

http://goodman-games.com/forums/viewtop ... 60&t=38936
Wow. Nice work!
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Re: "A cleric has access to the spells of his god"

Post by Raven_Crowking »

arcadayn wrote:
Raven_Crowking wrote:Perhaps of some help:

http://goodman-games.com/forums/viewtop ... 60&t=38936
Wow. Nice work!
Thank you.

I've gone back and added Set and Sobek to my list of gods, as well as Beast Cults. They don't appear in the thread yet, though.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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