Spiritual Warrior
Spiritual Warrior Category by Stone Gargoyle
Note on use of religion in gaming: This is in no way meant to be taken as offensive. Those whose players might be offended or object to religious content in the game should not use this category. I also wish to aplogize if these fictional depictions of real religions are taken as insulting or offensive.
Not all heroes are permanently bestowed with super powers from birth or by the fluke of an experiment. Some must beseach higher powers or unlock the energies within themselves. The exact reason is still up to the player, but there are some charts to help with the details. The important thing to remember with these characters is that they must engage in religious preparation to use the powers and behave in accordance with guidelines for the use of the powers in most instances. If not devout enough, the character may find the powers denied him.
Step One: Determine attributes as normal. Keep initial stats in pencil, as skills and superabilities modify them. Remember that the character may have a few attribute bonuses which only apply when granted powers. This means that the player will need to keep track of two sets of attributes, those with and without divine powers.
Attribute Bonuses when powered up: These are in addition to any bonuses given by skills and powers.
- +1d4+2 PS
- +2d6 PP
- +2d4 PE
- Speed is tripled
Step Two: Hit Points and SDC: Add up the character's PE attribute and an additional +!D6 per level to determine Hit Points. The character gets a base amount of 30 SDC points, plus any bonuses from physical skills or special powers.
Step Three: Divine Powers: Pick or make random rolls to determine background information and religious practices necessary to gain the powers. They may also provide some possible motives for the character. If the rolls made do not fit the hero envisioned, you can ignore the result and roll again, or pick as desired.
1. What is the nature of the religion?
- 01-10% Judeo-Christian The character is a member of a monotheistic religion centered around a single deity which is considered all powerful, both the creator and destructor, as weoll as the only hope of salvation against the evils of the world. Characters will be of good and selfish alignments, though Principled is favored.
- 11-20% Satanic The character believes in the might of the self and that salvation lies in self-gratification and sometimes in the murder of those who would hinder spiritual evolution. Characters will be of selfish and evil alignments, though Diabolic is favored.
- 21-30% Buddhist The character unlocks his enlightened being through strict methods to unlock the powers of the Buddha. Must be Principled or Aberrant alignment, though Principled is favored.
- 31-40% Taoist Use Taoist alignment from N&SS Mystic China.
- 41-50% Kabbalistic/Enochian Awareness and power are achieved through balance and following spiritual pathways of evolution. Can be any alignment, though Principled is favored.
- 51-60% Shamanic/Shinto Gains powers through connection with ancestors and nature.
- 61-70% Quaker/Amish/Puritan Focus is on strict observance of humility and not unsettling the status quo. Typiically Principled or Aberrant.
- 71-80% Pagain/Druid Powers are granted through communion with nature and study of mysticism/magic. Belief is in multiple archetypal gods, so alignment will vary with deity.
- 81-90% Masonic/Ceremonialst/Catholic Powers granted by the divine through ceremony and structured magic rites.
- 91-00%Other/Agnostic The hero belongs to a cult or has a unique spirituality and religious practice.
2. What type of religious practice is necessary?
- 01-20% Strict The hero must dress and act in a specific way at all times even when in the privacy of his own home.
- 21-40% Ordered The hero is expected to keep up certain appearances in public and attend meetings, but can otherwise act as he pleases when not being observed or being outwardly unkind.
- 41-60% Casual The hero is fine as long as not committing vile or unkind acts.
- 61-80% Forgiveable The hero is permitted minor acts of violence, cruelty and substance abuse as long as it does not get in the way of attending religious functions.
- 81-00% Loose The character can act however he wants as long as he "believes".
3. Who can gain powers by worshipping the source of the powers?
- 01-25% Only the Chosen hero, who was prophesized as a Messiah
- 26-50% Any member of the hero's family, as they are Scions.
- 51-75% Anyone selected and annointed by the religious leaders or the church
- 76-00% Anyone who practices within the faith and performs the rituals.
4. Who must be involved in the rituals?
- 01-20% Must be overseen by a pries or elder
- 21-40% Those instructed by the hero to aid trance, as in drumming, etc.
- 41-00% Just the hero
5. How long do the powers last?
- 01-30% One hour for every one hour of prayer and meditation
- 31-50% One hour for every five minutes of prayer and meditation
- 51-70% ME number in hours regardless of prayer time(must be at least five minutes per day)
- 71-85% 1d6+1 hours for every hour of prayer and meditration
- 86-00% 1d4+4 hours for every hour of prayer and meditation
6. How often must the hero pray and meditate?
- 01-25% Once per 24 hours
- 26-50% Twice per 24 hours
- 51-75% Once per six hours
- 76-00% Once per eight hours
7. Imbued Super Abilities: Roll under Magic Spells or Super Abilities in Enchanted Object section of HU2, p. 149. If spells, roll under Power Level of Spells. The spells would be considered to be the answer of prayers by angels/beings of light/spirit guides serving the higher power. Automatically gets the minor super ability of Physical Perfection and can See the Invisible. +4 save vs. Horror Factor. Creates costume out of thin air.
Note that powers are considered to be the result of a strong connection to one's deity or divine aspect, the alignment and clearing of chakras, spiritual pathways, etc.
Restrictions: APS powers cannot be selected, nor can Copy Physical Structure or Shapeshifting powers, unless the nature of the religion selected is Pagan/Druid; Christian Spiritual Warriors cannot select Shadow Manipulation or any powers which might be construed as evil, nor take Multiple Beings/Selves. Puritan faiths cannot select Mechano-Link, Negative Matter, Transferral/Possession, or any powers related to technology, or any they might view as evil. The GM should feel free to restrict the other category as he sees fit based on their religious dogma and structure. This is in no way intended to limit the player's choices, but rather fine tune the powers based on a religious image and stereotype. GMs should feel free to ignore the restrictions if they feel they are excessive or take away from the game in some way.
Step Four: Education and Skills: Determine the charater's education level as normal. Can have any level of educatiion without affecting their role as a super hero (or villain).
Step Five: Alignment: See "What is the Nature of the Religion?" section for and restrictions on alignment.
Step Six: The Spiritual Warrior will often have the backing of the church or religion he is aligned with. If not, only 1d4X1000 dollars are available in ready cash. This is in addition to any possible life savings(see optional rules for rounding out one's character). There is 01-60% likelihood the character owns a car 1d10 years old, although 60's hippy buses are not unheard of. Presumeably, the character has a job, apartment and reasonable personal possessions.
Weapons and Armor: Unless backed by a major world religion, such as the Vatican or the Soka Gakkai, or an extremist paramilitary cult, the hero will have access to only conventional armor, weaponry and equipment.
Other Stuff:
- Hand to Hand Combat Skills are not gained automatically. They must be selected as a learned skill (though the presence of their guardian spirit gives them a +4 Autododge).
- Experience Level: Use Magic experience levels