Open Game Content provides rules actions that may be affected by the character's Religion, but it does not provide rules for determining the character's Religion, or Deities within Open Game Content. For this reason, it is necessary to refer to a published document other than the
System Reference Document to roleplay certain Religions and Deities within
The Lovecraftian Traveller. It is recommended that the
Dungeons and Dragons Player's Handbook be purchased for an in-depth discussion of Religion and Deities. Although any Open Game Content compatible core rulebook can be used (with GM approval), the methods used in the
Player's Handbook are considered appropriate for use with this game.
In
The Lovecraftian Traveller, the setting is more modern than that of the medieval setting of the
Player's Handbook, but less modern than that of the setting of
d20 Modern. For this reason, religion isn't ignored, as it is in
d20 Modern, but it isn't as structured as it is in the
Player's Handbook. While both methods are available to use (with GM approval),
The Lovecraftian Traveller also offers the following House Rules. It should be noted, however, that these House Rules can complicate the already acceptable rules regarding religion described in the
Player's Handbook.
HOUSE RULES: FAITH, ALLEGIANCE, WORSHIP
The following House Rules can be used to expand upon the rules regarding religion as described in the
Player's Handbook.
To make use of faith-based spells, a patron god must be worshiped, supported or (at the very least) believed in. Deity Spells and Domain Spells are only available when such belief exists, and then only available specific to that god and the god's domains. Magic is hidden in
The Lovecraftian Traveller, and can only be found through the use of hidden tomes and supernatural interaction.
Faith. Faith is neither belief nor devotion to a god, but the simple belief that the god (or the god's powers) exists. Such belief makes it possible to learn spells specific to that deity or domains held by the god, but requires a written or oral lesson on performing such a spell. Additionally, using such a spell always costs an additional 500 xp. You may have faith in as many gods as you desire, but the following rules apply:
- Once you have faith in a god, it is difficult to resist the will of the god. All saving throws based on WILL against a god you have faith is are automatically given a -2 modifier.
- Once you have faith in a god, the faith of that god's worshipers is even stronger. All skill checks and saving throws against worshipers of this god are given a -1 modifier.
- Once you have faith in a god, the faith of that god's worshipers can combine with your own. All skill checks and saving throws performed with or for worshipers of this god are given a +1 modifier.
Allegiance. Allegiance is the support of a particular deity, without worshiping that deity as a god. Such belief makes it possible to learn spells specific to that deity or domains held by the god, but requires a written or oral lesson on performing such a spell. Additionally, using such a spell always costs an additional 250 xp. You may only align yourself with gods that are not considered rivals of each other (although you may have faith in others), and the following rules apply:
- Once you are allied with a god, you cannot betray the will of the god. All saving throws based on WILL against a god you are allied with are automatically given a -3 modifier, and allegiance benefits end, but your faith in them remains.
- Once you are allied with a god, you are allied with that god's worshipers. All skill checks and saving throws against worshipers of this god are given a -2 modifier.
- Once you are allied with a god, you are allied with that god's worshipers. All skill checks and saving throws performed with or for worshipers of this god are given a +2 modifier.
- You are considered to have faith in all of your god's allied gods, even if you don't believe in them.
Worship. Worship is similar to the patron god chosen in the
Player's Handbook. If a patron god is chosen to worship, it is handled identically to religion rules listed in the
Player's Handbook, with one difference: your character is considered fully devoted to this god. As such:
- Once you worship a god, your dedication is too strong to resist the will of your god. All saving throws based on WILL against a god you have faith automatically fail.
- Once you worship a god, you are part of the community of that god's worshipers. All skill checks and saving throws against worshipers of this god are given a -3 modifier.
- Once you are allied with a god, you are part of the community of that god's worshipers. All skill checks and saving throws performed with or for worshipers of this god are given a +3 modifier.
- You are considered to be in allegiance with all of your god's allied gods, even if you don't believe in them.
- You are considered to have faith in all of your god's rival gods, even if you don't believe in them.
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