So I created a monstrosity, and have to talk about it somewhere...
Behold, a Level 10 Godbound...
Baymax
~On a scale of 1d10, how would you rate your pain~
Words: AI, Health, Protection
Effort: 12
Influence: 11
HP: 95/95
AC: 1
Hardiness: 2+
Evasion: 1+
Spirit: 4+
Stats
13 (+1) Strength Check 8+
16 (+2) Dexterity Check 5+ (Increased by Upgraded Armature)
18 (+3) Constitution Check 3+ (Increased by Health Passive)
19 (+4) Intelligence Check 2+ (Increased by AI Passive)
13 (+1) Wisdom Check 8+
14 (+1) Charisma Check 7+
Wordbound Effects
AI: 19 Int (+4 modifier), and no need for air, food, water, or rest.
Health: Con Up, and invincible defense vs poison and disease.
Protection: Base AC 3, and you can 1/scene as an instant action negate injury or a hostile effect to an ally (but not yourself).
AI Gifts
Effort of AI - +1 Effort Max
Upgraded Armature - Improves stat, multimodal toolkit and flight at your land speed.
Warbot (greater) - AC 3, 1d10 magical damage integrated weaponry (200 feet) and immunity to nonmagical weapons and environmental harm that wouldn't be sufficient to damage an armored vehicle.
Mindshifter (Greater) - able to be installed into a different body *custom version*
Health Gifts
Ender of Plagues- end diseases and poisonings, detect if something within a half mile is causing illness.
Flesh Made Whole - restore maimings and similar
Merciful Gaze - Heal someone 2d6+level HP (they commit effort)
Intrisic Health - More HP!
Vital Furnace - CE (day) to recover any health you lost since your last turn.
Lifebringer (Greater) - Allies auto-stabilize at 0 HP in your presence, (CE (Day) to revive an ordinary mortal from death if they've been dead for less than a day.
Protection Gifts
Braced for Impact - CE (Scene) on turn to reset passive protection power.
Sanctified Shield - CE (Scene) to protect up to a dozen allies, you can choose to take hit point damage for them, and roll saves VS effects they fail to save against - if you succeed, they are protected.
Shed the Black Rain - Defensively Dispel an area-attack that would harm allies in an area that includes you.
Mutable Wards (Greater) - Declare 1 kind of elemental energy or environmental hazard - you and your allies are immune to it. Can't declare normal attacks or supernatural powers, and only 1 effect can be declared at a time.
A Calamity Averted (Greater) - CE (Day) - Name a disasterous event and prevent it from coming to pass if there is any way physically possible to do so.
Out-Of-Word Gifts
Ease the Ache (Madness - able to alleviate mental illnesses, can commit effort to negate mental or emotional damage sources)
Self-Possession (Desire - sticks to his own programming)
Facts open to tinkering, and I don't feel up to writing 13 of them. Probably knows a lesser strife or two :D
This message was last edited by the player at 16:47, Tue 30 June 2020.