You’re the mortal representative of the Powers of Good.
You might not be the physical foe of Evil that is the holy warrior (p. 7), but you’re no cloistered idealist – when Evil need whacking, you go out in the world and whack it. To complement your mundane weapons, your god grants you healing and protection spells (p. 19), and also the spark of Holy Might (p. 22), which never fails you even when you’re too exhausted to fight or cast.
Advantages: Clerical Investment (5) and Power Investiture 3 (30). • 25 points in Holy abilities (p. 22); put leftovers into spells. • A further 20 points chosen from among additional Holy abilities or ST+1 or ST+2 (10 or 20), DX+1 (20), IQ+1 (20), HT+1 or HT+2 (10 or 20), Will 4 (5/level), FP+1 to FP+6 (3/level), Fearlessness (2/level) or Unfazeable (15), Healer 1 or 2 (10 or 20), Languages (any) (2-6/language), Luck (15), Mind Shield (4/level), Power Investiture 4 or 5 (10 or 20), Resistant to Disease (8) (3 or 5), or Signature Gear (Varies).
Disadvantages: One of Honesty (12) (-10), Sense of Duty (Coreligionists) (-10), or Vow (No edged weapons) (-10). • Another -15 points chosen from among those traits or Disciplines of Faith (Ritualism or Mysticism) (-5 or -10),Fanaticism (-15), Intolerance (“Evil” religions) or (All other religions) (-5 or -10), Vow (Chastity or Vegetarianism) (-5), or Wealth (Struggling or Poor) (-10 or -15). • A further -25 points chosen from either of the two previous lists or Charitable (-15*), Compulsive Generosity (-5*) or Miserliness (-10*), Gluttony (-5*), Overconfidence (-5*), Overweight (-1) or Fat (-3), Selfless (-5*), Sense of Duty (Adventuring companions) (-5), Stubbornness (-5), Truthfulness (-5*), or Weirdness Magnet (-15).
Primary Skills: Esoteric Medicine (Holy) (H) Per (4)-10 and Exorcism (H) Will (4)-10. • One of Innate Attack (any) (E) DX+2 (4)-12; Throwing (A) DX+1 (4)-11; or Sling (H) DX (4)-10. • One of these three melee skills packages:
- One of Axe/Mace or Broadsword, both (A) DX+2 (8)-12, and Shield (E) DX+2 (4)-12.
- Flail (H) DX+1 (8)-11 and Shield (E) DX+2 (4)-12.
- Staff (A) DX+3 (12)-13.
Secondary Skills: First Aid (E) IQ (1)-10; Hidden Lore (Demons, Spirits, or Undead), Occultism, Public Speaking, and Teaching, all (A) IQ-1 (1)-9; Diagnosis, Theology, and Religious Ritual, all (H) IQ-2 (1)-8; Surgery (VH) IQ-2 (2)-8; and Meditation (H) Will-2 (1)-8.
Background Skills: Five of Climbing or Stealth, both (A) DX-1 (1)-9; Gesture, Panhandling, or Savoir-Faire (High Society), all (E) IQ (1)-10; Research or Writing, both (A) IQ-1 (1)-9; Hiking (A) HT-1 (1)-9; Scrounging (E) Per (1)-10; or Observation or Search, both (A) Per-1 (1)-9.
Spells: Choose 20 clerical spells (p. 19), which will be either (H) IQ+1 (1)-15 or (VH) IQ (1)-14 with the +3 for Power Investiture.
- Multiplied for self-control number; see p. B120.
The classic fantasy cleric who wants to turn undead should spend 24 of the 25 points earmarked for Holy abilities on True Faith with the Turning enhancement (GURPS Powers, p. 84). Other possibilities exist, but most work better as high-level abilities, to be acquired later with earned points. After that, the most important thing to decide for a cleric is starting spells. Common areas of concentration include spells that boost resistance and combat effectiveness, known as “buffs”; healing spells; and spells for combating supernatural foes (evil wizards, undead, etc.). For example:
Buffs: Affect Spirits, Armor, Bravery, Coolness, Flaming Weapon, Magic Resistance, Might, Resist Acid, Resist Cold, Resist Disease, Resist Fire, Resist Lightning, Resist Pain, Resist Poison, Resist Pressure, Shield, Strengthen Will, Vigor, Warmth, and Wisdom.
Healing: Awaken, Cleansing, Great Healing, Healing Slumber, Lend Energy, Lend Vitality, Major Healing, Minor Healing, Neutralize Poison, Recover Energy, Relieve Paralysis, Restoration, Restore Hearing, Restore Sight, Restore Speech, Share Vitality, Stone to Flesh, Stop Bleeding, Stop Paralysis, and Stop Spasm.
Supernatural Warfare: Affect Spirits, Astral Vision, Aura, Command, Command Spirit, Detect Magic, Dispel Possession, Final Rest, Magic Resistance, Repel Spirits, Sense Spirit, Silence, Strengthen Will, Summon Spirit, Sunbolt, Sunlight, Thunderclap, Turn Spirit, Turn Zombie, and Watchdog.
These choices might have something to do with the cleric’s god, but other traits can reflect the deity’s nature. For instance, a priest of the War God might select more DX; disadvantages like Fanaticism, Intolerance, and Overconfidence; and “soldierly” skills such as Climbing, Hiking, and Stealth. Most clerics will want to trade some or all of the 5 points from quirks for money for a good power item (p. 28) – most often a superior holy symbol – and decent armor.