Divine Intervention
The Gods have an active presence in the world, although the Concord of the Gods limits their power. Mere mortals cannot understand the principles or rules of this Concord; however, they prevent an all-out divine war destroying all existence. Due to these unfathomable rules, the pleas for help from a devoted worshiper could go unanswered while the prayers of an impious sinner may be granted.
A summary of the most important principles the Gods follow are;
- Divine Intervention must be requested; otherwise, the Deity cannot take action.
- In most cases, the Gods operate through the actions of their mortal adherents who have no limitations.
- Deity actions can be countered by morally-opposing Deity.
- Whenever possible, an intervention will appear attributed to luck or have a non-supernatural origin.
- Deities cannot take direct action against the worshippers of another Deity or compel them to service.
- A Deity will never act against its morals or ethics.
Divine Intervention success is determined by a 1d20 roll, modified by a range of variables. These include the Caller’s Piety, the Deity's morals and nature, as well as the worthiness of the request for help. A roll cannot, in any circumstance, be re-rolled, swapped, or made at an advantage.
If the roll for intervention is successful, another 1d20 roll is made to determine if the Deity imposes conditions for the aid. Conditions can be a minor or major service. Refusal to fulfill a condition is extremely unwise.
If the call for intervention fails, another 1d20 roll is made to determine if the Deity exacts some punishment on the caller. If Retribution is generated, the Deity will not help and instead inflicts some curse, quest, or penance. In some rare cases, if the Caller was in great danger and asked for aid, the Deity may still save his life so that he can punish him later.
Step 1 - Piety and Selection of God
God/Demigod/Demon | Intervention roll | Conditional | Retribution |
---|---|---|---|
Agrik | 18 or higher | 1 - 12 | 1 - 4 |
Agrik's Eight Demonic Sons | 16 or higher | 1 - 16 | 1 - 6 |
Halea | 17 or higher | 1 - 14 | 1 - 4 |
Halea's Seven Handmaidens | 15 or higher | 1 - 18 | 1 - 2 |
Ilvir | 19 or higher | 1 - 10 | 1 - 5 |
Larani | 18 or higher | 1 - 12 | 1 - 3 |
Larani's Banner bearer - Mendiz The Winged Lion | 16 or higher | 1 - 16 | 1 - 5 |
Larani's Personal Guard - The Knights of Tirith | 16 or higher | 1 - 16 | 1 - 5 |
Morgath | 16 or higher | 1 - 16 | 1 - 5 |
Morgath's Mastermind - Klyss the Necromancer | 14 or higher | Always | 1 - 7 |
Klyss's Lieutenant - Myrvria the Temptress | 14 or higher | Allways | 1 - 7 |
Naveh | 18 or higher | 1 - 14 | 1 - 4 |
Naveh's Fiendish Servants - The Greater Gytevsha | 16 or higher | 1 - 18 | 1 - 6 |
Peoni | 17 or higher | 1 - 14 | 1 - 2 |
Sarajin | 18 or higher | 1 - 12 | 1 - 3 |
Save-K'nor | 19 or higher | 1 - 10 | 1 - 3 |
Siem | 18 or higher | 1 - 12 | 1 - 2 |
Step 2 - Piety
A character who has not shown any strong religious leanings may call on any God or Demigod. A Character who has demonstrated devotion to several gods or one will have a better chance of success.
Intervention Modifiers: A moderately devoted worshipper gain a +1 modifier while those extremely devoted gain +2 or even +3.
Step 3 - Wishes of the Caller
A Character may make a call at any time, asking for anything. However, there are no limits; asking for something ridiculous or against the Deity's moral code will automatically fail and require a Retribution check. Example Calls - "Please save my life," "May this person suffer for his crimes," "I need to find my Key," "I am lost, help."
Step 4 - Making the Assessment of the Intervention
Each God has its own goals, likes, dislikes, morals, and ethical codes. A call for help to do something that God would want is more likely is to succeed and is considered Worthy, while a trivial or selfish call is more likely to fail and is considered Unworthy.
Intervention Modifiers: Worthy Call +2 Neutral +0 Unworthy Call −2
Step 5 - Other Modifiers
Other factors can act as modifiers.
The caller may have an opportunity to perform a particularly skillful ceremony or make a dramatically appropriate pledge.
Intervention Modifier: Variable modifier up to +3.
The Caller may have access to a Holy Relic or an Amulet of Divine Vision, which draws the Deity's attention.
Intervention Modifiers: Character has access to a Holy Relic +2 or an Amulet of Divine Vision +2.
Step 5 - Roll for Conditions or Retribution
Roll d20. On a successful intervention, check for Conditions, or after a failed intervention, check for Retribution. There are no modifiers.
Examples of a Divine Intervention.
Davion, a traveling Painter and has faithfully worshiped Ilvir for all his life, generously donating his time and craft to his church. When attacked by drunken bandits on the road, he and his wife are struck down, she may be dead, and he is dying. As he passes out, he calls on the Lord of the Ivashu to save his wife and himself.
Davion needs to roll a 19 or higher on a d20. Modifiers +2 for being a devoted worshiper who has demonstrated his piety. Ilvir worshipers believe in reincarnation, so this call to save his life is not deemed either worthy or unworthy. If he succeeds, he must roll for Conditions on a 10 or less, or if he fails, he must roll for Retribution on a 5 or less.
Result 1
The player rolls a 17 + 2 = 19 (Success). He then rolls a 17 on Conditions. Ilvir does not ask anything of him.
The result - The bandits hear a sound from the woods and think they see movement. They flee. Davion and his wife's injuries are not as bad as it first appeared, and they quickly recover to full health.
Result 2
The player rolls a 17 + 2 = 19 (Success). He then rolls an 8 on Conditions. Ilvir has a task for him.
The result - The bandits hear a sound from the woods and think they see movement. They flee. Davion and his wife's injuries are not as bad as it first appeared, and they quickly recover to full health. While unconscious, Davion dreams of a talking Vlastor, who tells him that the murals in the Temple of the Ochre Womb at Araka-Kalai are damaged and need urgent repair.
Result 3
The player rolls a 15 + 2 = 17 (Failure). He then rolls an 11 on Reitbutrion. Ilvir does not answer the call.
The result - Darion and his wife die from their injuries.
Result 4
The player rolls a 15 + 2 = 17 (Failure). He then rolls a 3 on Retribution. Ilvir is annoyed with this trivial distraction. He has better things to do with his time.
The result - The bandits hear a sound from the woods and think they see movement. They flee. Davion passes out and wakes the next day with a badly broken arm, and his wife has died. She is buried off the road in a simple grave. He will not be able to practice his trade for months.
Result 5
After the events of Result 4, Darion becomes consumed with rage. He rejects Ilvir and lets his hatred fester. While drunk one night, he calls on the God Morgath, the Evil God of Retribution, to punish his wife murderers.
Davion needs to roll a 16 or higher on a d20. He is not truly a devoted worshiper, so he gains no bonus. Morgath loves to take revenge and entrap souls, so this Call is deemed worthy and gains a +2 modifier. If he succeeds, he must roll for Conditions on a 16 or less, or if he fails, he must roll for Retribution on a 5 or less.
The player rolls a 14 + 2 = 16 (Success). He then rolls an 8 on Conditions. The lord of Chaos has a task for him and will claim his soul when he dies.
The result - Nothing appears to happen for several days. Then a town guardsman visits with the news that the bandits were captured. He is invited to their hanging. At the execution, a mysterious man walks up to Davion and gives him a note. He is instructed to dig up his wife's corpse and deliver it to the nearby Temple of Morgath before the new moon.
I like what I am reading, but I have a few questions though. The base DC in HarnMaster Religion is dependent on the god, between 10% & 25% which is between two and five on a D20. I am assuming based on the above you do not track piety points in your game. So your basic Divine Intervention roll is a straight DC20, with plus bonuses, X for the god, plus X for the following: Worthiness, Devoutness, Ceremony, Relic, seems too easy to get divine intervention. Then another roll to avoid conditions. Seems too easy to receive divine help.
For my group, intervention rolls are few and far between, probably 2 calls in the last 10 years. That said, a character made one last week but was uneventful. I think they are very hesitant to use it with all the hooks and conditions and that I seem to apply. I think I have successfully made the inventions appear completely underwhelming or such an imposition to be worth the effort. I used to track piety points as per the Harnmaster rules but found it didn’t really add anything just slowed the game down. So instead, I added created the Piety modifier based on the past actions of the Character. Is Intervention too easy? You may be right, but I don’t see as a percentage chance it being much different to the base chance outlined in the HM religion rules. However, I think I overdid it with the worthiness and will decrease the chance from +4 to +2. If this system becomes a crutch for the players or is abused, I will modify the numbers. Thanks for the feedback