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Wyrmcrèche (Character Creation)

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GM
GM, 1 post
Fri 17 May 2019
at 23:07
  • msg #1

Wyrmcrèche (Character Creation)


The Surface of Nastrondir during the First Days
"Only the Eldest can remember fragments of the First Days. Contrary to it's name, the First Days lasted longer then the First Age and Second Age combined."

The First Days
Dragons refer to themselves as the "Firstborn". This isn't far from the truth, as they were born in the moment the Lindwyrm's body crashed upon the surface of the Ginnungagap. As if escaping a prison, the first Dragons tore through the serpent's womb, and thousands of them filled the sky above the newly formed Nastrondir.

They were first, but not alone. The corpse of the Lindwyrm spasmed and twitched, and malformed creatures sprouted from beneath it's flesh like tumors. These monsters were not animals. They had no form of consciousness or ego. They did not feel hunger like the Dragons, nor did they feel pain or get tired. They were creatures born from the blind rage the Lindwyrm held for all of creation in it's final moments. The Mortals of the First Age would name these creatures "Daemons", as was their tradition to give names to things. But these creatures were not a race, not really, as no two Daemons are alike in form. They cannot breed, and can only be born directly from the Lindwyrm's body. The Dragons of the First Age managed to eradicate the Daemons on the surface of Nastrondir after many generations, but these creatures can still be found in the Second Age deep beneath the earth.

As the surface of Nastrondir settled, the God Weapons that had killed the Lindwyrm still raged against it's body. The skies above Nastrondir were filled with the Crimson Lightning of Graveryl, the divine spear lodged into the Lindwyrm's back. The Silver Fire of the arrows launched from Tasla scorched the surface, and many juvenile Dragons were burnt alive in massive wild fires. The Black Oil of Belderiver, stabbed into the Heart of the Lindwyrm, overflowed from the wound and poisoned the newly formed seas around Nastrondir. Many Dragons perished during this savage era, either to these divine plagues, battles with Daemons, or predation from their own kin.

Those that survived witnessed the lands transform over time. The flesh of the Lindwyrm turned to soil, it's bones to rock, and it's blood into water. Eventually, even the God Weapons subsided. The Crimson Lightning would only ravage the Storm Coast, giving Dragons dominion over most of the skies above Nastrondir. The Silver Flame dissipated form all regions save the Crater in the Wyrmscrown, that had once been the Lindwyrm's eye socket. The flow of Black Oil began to retract, and the seas of Nastrondir diluted the poison enough to allow Dragons safe passage through it's depths. Over countless generations passed before Nastrondir turned from the hell scape of the First Days into the world we know in the Second Age.



Solas Muur, the Prince of Orphans
"The Dragon-Lord of Wandering Isle is known for his eccentric tastes, as well as his love of Mortals. In the Second Age he has enchanted his island to wander The Lir, to protect his people from the dangers of outside world."

The Mortals, and the Dragon-Lords
As the Daemons retreated beneath the earth, other creatures appeared on the surface. They were more similar to the Dragons, having a need to eat and rest. They did not attack mindlessly, and thus the first Dragons saw no need to wipe them out. These Dragons had no higher intelligence, but were cunning animals. Over time several Dragons found ways to  shepherd massive flocks of specific beasts together. They would protect them from other Dragons and feed on them only when hungry. It was these more far-minded Dragons that would become the Dragon-Lords of the First Age, but it wasn't until the appearance of Mortals that the Dragons gained true wisdom.

The Dragon-Lords of the First Age believed that Mortals were born from beasts that lived around the areas the God Weapons resided. They believed Humans were born in the Ashen Wastes around Belderiver. That Dwarves came from deep within the heart of Wyrmspine where the spear tip of Graveryl resides. The Elves are believed to have been born from beasts that huddled around the Silver Fire for warmth in the frigid Wyrmscrown. Because Dragons were not thinking creatures yet, there is no record of when Mortals appeared. But when Dragons finally came into contact with Mortals, a miraculous transformation took place that changed the future of both races. The Dragons began to think.

The Dragons who came into repeated contact with Mortals found themselves gaining some form of insight that existed outside of instinct and animal cunning. They could think, reason, plan, and for the first time study their own forms. They found themselves distinct from their still feral brethren, and decided to refer to themselves as High-Dragons. At first the High-Dragons merely observed the world, attempting to grasp their own place in it by using the fragmented memories they had when they were feral. They began to experiment with the natural Gifts they were born with, and many discovered the power of the Dragon Tongue (Miracles) that could reshape the world with ease.

The first Dragon to take up A Second Skin is unknown, but the desire to interact with Mortals is a widely held desire among High-Dragons. It is believed this is due to the fact that eating Mortals gives no nourishment to Dragons, and thus their only use was as a curiosity. The High-Dragons who transformed themselves in Mortals and joined communities found themselves subjected to situations they have never been in before. The Dragons, who had always been solitary creatures, found friendship, camaraderie, and even love amongst the Mortals. For awhile these High-Dragons hid their nature from the Mortals, but as threats of Nastrondir became greater many High-Dragons chose to reveal themselves. Reactions were varied, depending on the situation, but eventually many Mortal communities began to venerate the High-Dragons as protectors, leaders, and Gods. These High-Dragons took up the mantle of Dragon-Lord, and created Nations to protect themselves and their people. The Mortals refer to this time, where Nastrondir was divided up by the Dragon-Lords, as the First Age.

Not all Dragon-Lords were kindhearted however, some High-Dragons simply desired to be worshipped, and looked down on Mortals as lower lifeforms. They ruled through brute force and tyranny. As the First Age continued more Dragon-Lords rose to prominence. Territory became scarce, and some Dragon-Lords went on wars of conquest to claim more for themselves and their people. The most powerful of the High-Dragons controlled vast territories, and had evolved into even more powerful versions of themselves, Elder Dragons. The difference between a High-Dragon and an Elder Dragon is like the difference between a young adolescent and a full adult. The Elder Dragons were powerful enough to impose their will upon the other High Dragons, and soon a time of relative peace descended upon Nastrondir. Mortal scholars refer to this time period as "The High First Age" where the peace imposed by the Elder Dragon-Lords reigned supreme.

It wasn't until the birth of the Archdragons that this peace would shatter, and the First Age would end.




Baal Shax, the Blackveiled
"The Tyrant of Belrandir was a monstrous Dragon-Lord who ruled through fear and terror. When he returned from the war against the Archdragons, his people took up arms against him. Thus did one of the greatest Elder Dragons of the First Age perish to Mortal hands."

The Age of Fire
The Age of Fire is a time period dwarfed by the First Age and the Second Age, but it was a time of such incredible strife that it was given an Age of it's own. It began at the height of the First Age, as the most intelligent Dragon-Lords continued to study and examine the nature of Nastrondir. They discovered Seithr, the life energy that all creatures born of the Lindwyrm possessed, and Aeithr the divine energy from beyond the Stars. Dragons could consume and manipulate Seithr better then any other creature on Nastrondir. Aeithr eluded them however, being unable to consume or manipulate it. In fact, concentrated Aeithr could damage them, and the God Weapons imbeded into Nastrondir was the strongest source of Aeithr. Most beings on Nastrondir were also averse to Aeithr, causing most animals to avoid it's presence. Only Mortals could tolerate it, and in fact some could even consume it to gain power.

The Dragon-Lords who studied it were obsessed with Aeithr, their pride not allowing them to leave something so prevalent in the Universe go unknown. Many would induce evolution onto themselves in order to somehow gain the ability to consume Aeithr. Many Mortal generations came and went, as these immortal scholars continued to research, until one was daring enough to take drastic steps. High-Dragons had long ago learned ways to absorb Seithr directly from the Land they marked as their own. Doing so allowed them to stop eating for nourishment, and enhanced their powers in the territory they controlled. The Elder Dragons were even more powerful in this art, and had long obtained the ability to manipulate every atom of Seithr under their rule. By using this power to the fullest, it was believed by some Dragon scholars that a final evolution could be achieved. One that would give an Elder Dragon full grasp of all matter in the Universe.

The name of the first Elder Dragon to perform this ritual has been wiped from history. It's sin so great that all of Dragonkind refer to it only as Nidhogg, Dragon-Tongue for "The Defiled". Three other Elder Dragons would follow in it's footsteps, and like the first, they would be given the derogatory names of Fafnir (Blood Enemy), Ofnir (Sworn Enemy), and Svafnir (Black Enemy). The ritual these Dragon-Lords performed absorbed all Seithr in their territory, which at the time killed all life in the vicinity. Even far into the Second Age these lands carry the mark of the ritual, as life slowly returns to them. What was left of their lands were massive cocoons which cradled the abominations the Elder Dragons had become.

The Archdragons emerged into the world with a shattering roar that was heard across all Nastrondir. They awoke with a hunger that could no longer be sated with Seithr, and thus did they hunt for sources of Aeithr. They would devour Mortals with impunity, never stopping long as their thirst for divine energy was unquenchable. The Dragon-Lords who first fought them were no match for their new Divine powers, and many were lost in the carnage that was now called the Age of Fire.

The battles raged for many years, until finally a group of Dragon-Lords who could put aside their grudges against one another joined together to fight against their common enemy. They managed to slay Nidhogg, whose body rests on an island at the tip of the Wyrmstail. They drove off the other three Archdragons, two of which flew toward the High Heavens in search of Aeithr from the Gods themselves. The final one, Ofnir, was terribly injured and fled to the depths of The Aegir. Many hope that it continued it's descent into the Ginnungagap, but the Elder Dragons who survived the Age of Fire still fear it's return.

Of the Elder Dragons who fought, only a handful returned, and none unscathed. Many were forced into healing meditations that lasted many decades, and while they healed the Mortals they ruled were visited by voices from beyond the Stars. The Gods had finally taken notice of Nastrondir.


Arthuin, Prince of Oolinde, battles Cridhe Bheithir
"When the Light Elves rebelled against the Autumn Queen, she met their betrayal with Fire and Blood."

The New Gods, and the Second Age
When the Gods slew the Lindwyrm they left only their God Weapons as well as two beings they created to watch over it's body. Mene the Observant White Moon and Mani the Tireless Black Moon. Both were Demi-Gods assigned with ensuring the Lindwyrm never arose from it's grave, but neither were given instructions for the creatures that stirred upon the monster's corpse. Thus did they continue to monitor Nastrondir without interfering for the entirety of the First Age. Only with the birth of the Archdragons did the Moons stir to life, and begin sending reports back to the Heavenly Realms. The Archdragons were more similar to the Lindwyrm then any other creature born from it's body, and devoured Holy Light like the Eldritch Horror that sired them.

The Gods were horrified by the appearance of the Archdragons, but did not feel threatened. They were nowhere near as powerful as the Lindwyrm, and were miniscule compared to the vast bodies of the Gods. If the Lindwyrm had been like a Dragon to the Gods, the Archdragons were like snakes. Dangerous, but not something to go to war against.

That changed when the Archdragons fled Nastrondir, and flew toward the Heavenly Realms. What happened to them is unknown, but the Gods feared more of them rising from that forsaken world and took actions. Through Mene and Mani they could directly observe the surface of Nastrondir, and through these lenses could influence things even from far away in the Astral Sea. On the surface they made a discovery that changed their plans on how to deal with the Archdragon threat.

Among the malformed creatures born from the Lindwyrm, a few somehow held the Holy Light within their insignificant souls. The Gods could manipulate Aeithr just like the Dragons manipulated Seithr, and thus the bases of the  New Covenant formed. The Gods were able to speak to certain mortals who held higher concentrations of Aeithr, and through them did they manipulate others. These Chosen were referred to by different names depending on the race. The Humans called these people Saints, and they became prophets for the common people who gathered around them fervently. The Elves who were Chosen became High Elves, and were more numerous then any of the other Chosen, becoming a new upper-class within each Elven Tribe. The Chosen Dwarves became Paragons, and the knowledge imparted to them by the Gods allowed them to create new inventions that pushed the Dwarven Kingdoms into an industrial age.

Each race formed a different religion around the New Gods, with different doctrines and rituals. But all of them shared one single command that could not be altered, never be a friend to Dragonkind. It was this doctrine that would lead to the fall of the weakened Dragon-Lords, and set the stage of the Second Age.



A newly hatched Dragon-Newt
"Don't let their cute beginnings fool you. They'll be the size of a horse in a moon, and the size a house by year's end."

The Life and Powers of Dragon
Dragons possess both sex organs, and are able to procreate with themselves. In fact this is actually the most normal circumstance for a Dragon's birth parent. Dragons live apart from their kind as much as they can, and only with the discovery of Mortal relationships did any Dragons even try to procreate with one another. These relationships are always short (By Dragon standards), as the territorial instincts would cause even the most intelligent Dragons to grow sick of each other after a century.

Most Dragons are born in a clutch of several siblings... and they will cannibalize each other once they hatch from the nest. Usually the survivor is the one that was born first. Rarely will a Dragon have a living parent, as most Dragons will only lay a clutch of eggs if they believe their death is approaching and want to ensure the survival of their genes. Siblings are rare, but not impossible as the two strongest may be unable to devour one another, or one is able to escape it's fate by leaving the nest early. The parent desires this outcome, in hopes that the strongest child is the survivor. Dragons born from two parents may have wildly different experiences to this, and it may even mirror a Mortal family...except the child is more like a pet. Since Dragons don't gain higher intelligence for long periods of time, the parent will quickly lose interest in them once the cute phase is gone. Interestingly enough when there are two parents they will usually only lay a single egg instead of a clutch, likely to avoid witnessing the fratricide.

A Dragon-Newt will be considered a full Dragon around 50 years after hatching, but they will continue to grow the reset of their life. Dragons can go through Evolution but it is always induced by outside factors. The Environment or a particularly nasty fight will cause a Dragon to go into Evolution. If the Dragon's environment changes it is possible for these new mutations to atrophy, and a Dragon could even lose a Gift or Word overtime. The moment a Dragon obtains higher intelligence, they can be considered a High-Dragon. These Dragons are usually centuries old at this point, with the youngest being at least over 150 years old.

Dragons inherited the greatest powers of the Lindwyrm, the ability to absorb and the ability to evolve. Dragons absorb Seithr by eating lifeforms rich in it, and later in life they can absorb it directly from the lands they control. This is the fuel for their Gifts and Miracles which Dragons call the Dragon-Tongue. It is a language that they instinctively know, and likely the Lindwyrm's language. When Dragons use the Dragon-Tongue it will always require Seithr in some form, either from the Dragon themselves or the Land itself. Seithr is never lost, it only changes forms. If something dies while using up all it's Seithr that energy will eventually return to Nastrondir to be used again. Only the Archdragons were able to completely destroy Seithr, but even the lands they robbed of it are slowly recovering in the Second Age.

Evolution is something all Dragons possess, and they are constantly evolving over their lifetime. Evolution is what this game calls Leveling Up. By Evolving Dragons get stronger, gain new Facts, and can develop new Words/Gifts. Dragons who live in the Seas gain traits from it, Dragons who live in the desert gain Earth traits, and so on. When a Dragon becomes a High-Dragon they can finally intelligently design their evolutions to fit their needs. This is why High-Dragons and Elder Dragons are much stronger then normal Dragons who have yet to unlock their higher intelligence. Along with being able to influence their own evolution, High-Dragons can also now apply esoteric powers to themselves that don't appear in nature. Things such as Governance, Engineering, Music, and other concepts become available to High-Dragons. This is why every player in this game will start their story as a High-Dragon, for Dragons beneath that form are mostly animals.

When players get enough Seithr(XP) they can choose to return to their Lair. Here they can enter a state of Evolution which at least lasts for a Scene. While in this state you are completely helpless, and must either take the risk, or gain protection from followers or fellow players. Evolution will always change your Dragon's Physical body in some way. They will either get larger, or gain a new feature on their body. When a High-Dragon has evolved into a form they deem at or near their ideal state, they may take on the mantle of Elder Dragon. Elder Dragons don't really care about age, but are more about how much Seithr a Dragon has absorbed, and if it was used to Evolve intelligently. You will have the chance to apply the Elder Dragon status to your character after level 5, this will impart with you a second name and a title. Players who have chosen surnames already, they won't be applied to your character until you reach the Elder Dragon stage.

Character Creation Notes
  • Follow normal Godbound Character Creation rules EXCEPT one of your Starting Words must be Dragon, and you may take A Second Skin as a free Gift.
  • Words not found in the Main Rulebook (Yes even Thrones) are subject to inspection and may get rejected.
  • Your character will be 1000+ years in age. Do not think about this too much, as Dragons are not effected by this the same way a human would. The current year is 1221 SA, and you hatched toward the end of the Age of Fire.
  • Levels will be gained through story progression, so do not expect to grind levels or gain advancement fast. You will all gain experience at the same rate regardless of what you are doing. Advancement is more related to factions and organizations.
  • Character Creation will take place after Players are chosen. I won't be approving any CS's until next week*.




Main Dragon Theme: Time of Change
This message was last edited by the GM at 15:07, Sun 30 July 2023.
GM
GM, 103 posts
Wed 2 Aug 2023
at 15:25
  • msg #2

Character Advancement

Gameplay Overview
As we progress through the game, you will notice that the threads will be organized based around Acts and Scenes. Act's represent a continuous narrative linked by shared objectives, characters, and obstacles. A Scene represents an enclosed event, linked by location and timeframe. An Act will have multiple Scenes, and Scenes will numbered based on the passage of time. Example: Scene 1-1 and Scene 1-2 take place in around the same time period (at least within the same day), while Scene 1-1 and Scene 2-1 will take place at different times (at least 24 hours apart). Each Act will always start with a Scene 0 that sets up a meta-plot that the Players can follow or ignore.

Time will always move forward relative to the Scenes that took place. Within the Scenes however, there may be Flashbacks to establish previous events to provide additional context to current events. Players can apply a Flashback to their post by putting it in quotes.

quote:
Example of a Flashback within a Scene.


Players are given leeway to use Flashbacks in order to give their characters additional advantage in certain situations, as well as add pathos to their character's interactions with the World. Flashbacks will also be important if Scenes drag on longer then others. When Players become disconnected by in-game time, Flashbacks can be used to ease another Player into a Scene that they may not have originally been involved.

Perhaps Nu becomes embroiled in a Negotiation Scene that drags on longer then intended (not due to gameplay, but slower post speed for w/e reason), but once that scene is complete it become imperative that she joins the other Players in a battle. She can create a Flashback explaining how she got into a Scene taking place much later at the exact moment to help out.

Leveling Up
Acts will end the moment it is deemed appropriate in the narrative. Either due to the accomplishment of a major objective, or a revelation that changes the direction of the story. Between Acts I will create an Aftermath thread, where Players can post what their Character plans to do during this time period. Players have free reign during this time period to use locations, NPC's, and resources as they deem fit to create a narrative for their Character. This is when your character will Level Up. Players level up at the same pace, but what they do during the Aftermath portion will truly dictate how much their Character progresses. Players who perform greater feats during an Act earn the entire playgroup bonuses that will effect how many levels you get between Acts. It's possible to gain up to 2 levels at once, depending on how long the Act was, and how eventful the Scenes were leading up to the finale.
This message was last edited by the GM at 01:19, Fri 04 Aug 2023.
GM
GM, 104 posts
Wed 2 Aug 2023
at 15:27
  • msg #3

Gifts of the Dragon


The Lindwyrm and the Ginnungagap
"The Gods built their Heavenly Realms beneath the shining canopy of Sol, the First Flame. From their celestial palaces they would be ever watchful of the Ginnungagap, the Pool of Shadows. An Umbral Sea untouched by the holy rays of light, where unspeakable horrors stirred."

Children of the Lindwyrm
The Lindwyrm was a creature of Primordial Chaos that terrorized the Astral Sea for many Ages. As it devoured it's body grew, and as it grew it's powers evolved. Prior to it's death it was a serpent large enough to constrict entire Heavenly Realms, and it's massive body could no longer fit within the Pool of Shadows.

This cycle of consuming and growth effects all the creatures born from it's corpse. While Dragons consider them the apex lifeform in this cycle, they are not the only ones who can utilize the Gifts and Miracles of the Lindwyrm known as the Dragon-Tongue. Only Mortals can't accomplish these feats naturally, and other creatures simply have to live long enough or consume enough Seithr to obtain abilities that can resemble Gifts. These creatures utilize these abilities on instinct, while High-Dragons are the only creatures that can use the abilities intelligently, and develop Gifts that aren't just 10 different flavors of Smite.

For Dragons, Effort represents the manipulation of Seithr, either within their own body or in the world around them. Words represent fundamental changes the Dragon has made to it's own body, and Gifts represent powers that have naturally acclimated to their body. This is why a Dragon with say the Bird Word might have Feathers, while a Dragon with Sea word might have gills. They have taken those traits from the Word and applied them to their own body. Players should think of how their Dragon Form is affected by the Words they possess, and think of interesting ways that feature can be shown.

For Dragons there are two types of Effort, Normal Effort and Overt Effort. Normal Effort works just like it does in the Core Rules, while Overt Effort is a narrative feature I decided for when Players are hiding their identity. Overt Effort used will always reveal your Draconic nature to those who are witnessing. If your character is in hiding, or you don't wish for a particular Mortal Guise to be exposed, make sure you do not use Overt Effort in public. Gifts the player possesses can always be used either Normally or Overtly depending on what the player chooses. So if you are utilizing a Gift, you can always hide your Draconic nature in some way fitting the narrative. If you want to reveal your character's Draconic nature to give a scene more weight, you can also choose to do it Overtly. NPC's in the game will always react in some way upon seeing your Overt Effort, because the presence of a Dragon induces instinctual reactions from Mortals. Now if this was a true Homebrew and we were playing in person, I would probably give you guys bonuses for using Overt Effort when you deem to use it, but since this game is more narrative focus, I don't want to add any crunchy numbers to this effect.

When a Dragon evokes a Miracle, they are directly using the Dragon-Tongue to effect the world. When a Player wants to use a Miracle in this setting, their Character will physically have to say an incantation in the Dragon-Tongue to create the effect. Incantations are generally short and very specific, usually just being a literal translation of what they Dragon wants to accomplish. If your Character wants to slow down an enemy charging them with a Miracle they might just simply say "Stop" in Dragon-Tongue, causing the enemy to lose momentum. Because of this using a Miracle in this setting will always use Overt Effort. The Dragon-Tongue is always spoken in the Character's "True Voice" no matter their guise or conflicting Gifts. Like Miracles the Dragon-Tongue can be used for many situations. Players need only to request if the Dragon-Tongue can be applied to a situation, and if it's within the bounds of reason I will allow it. I like Miracles, but in this game I feel like it's more appropriate for them to have some actual mechanic within the setting. You guys aren't godlings, you are Dragons, and applying the Miracles as normal Godbound can on a whim doesn't seem thematic for me. Dragon's literally forcing the world to bend to their will with their Voice seems more fitting, and actually gives the moments you guys choose to use Miracles some extra weight. You can hate it if you want, but this isn't changing.

Formatting Dragon-Tongue diaologue should be "Pig Latin" "<i><b><u>Pig Latin</u></b></i>". You guys can come up with any Dragon-Tongue words you want, or you can simply translate them to what they literally mean. Like I said before Dragon-Tongue incantations should be simple and to the point. You aren't reciting poetry (unless you want to I guess), you are simply speaking in the true language of reality (math lol).

Gifts of the Dragon
quote:
Mighty serpents of fang and flame have their place in many fantastic
worlds, but your hero is not just any shell-damp drakeling.
Your hero is a dread paragon among their kind, a fell and terrible
serpent-lord who can bring terror to armies. This concept Word
can be used to emulate all the classical abilities of dragons known
to story and fable, whether their abilities are to easily devour masses
of lesser creatures, exhibit tremendous physical power, or exert
unnatural influence over the weak-willed.

If your concept revolves around certain physical abilities such as
great strength or swift-winged flight, you should purchase those
gifts at the start of the game. For dragons that only occasionally call
upon their wyrmish prowess or the magical flight abilities of the
pearl in their brains, such gifts might be used as miracles instead.
Your hero is a dragon. Whatever the particular shape you might
desire the dragon to take, you have a base Armor Class of 3, your
unarmed attacks inflict 1d10 damage as a magic weapon, and your
Strength is automatically raised to 18. You are whatever size both
you and the GM agree is appropriate.

Lesser Gifts
A Second Skin Action
You can transform into humanoid shapes of your choice as a Main
Action. Your transformed aspect is dressed and equipped in any way
normal to the guise you assume and you can automatically speak any
language or adopt any mannerisms appropriate to the chosen disguise.
All your gifts and innate powers remain accessible in human form.

Breath of Death (Smite) Action
Commit Effort for the scene. You exhale a wave of some noxious
substance, be it fire, venom, razor-sharp gemstones, or anything else
appropriate to your concept. You can take this gift more than once
to have more than one type of deadly breath. The breath does 1d6
damage per Godbound level, or triple to Mobs. Targets and Mobs of
creatures with only 1 hit die are instantly killed. The wave is a cone
up to fifty feet long per character level and just as wide at its furthest
extent. You have sufficient control to avoid harming unwanted targets
within that area. You have an invulnerable defense against substances
you can exhale.

Inexhaustible Hoard Constant
Wealth somehow finds its way to you, and your hoard is fathomlessly
vast. You can always afford anything costing 1 Wealth or less, and
you may Commit Effort for the day once per week to afford a single
purchase of up to Wealth 10 magnitude. In addition, every week
you may make purchases worth a number of Wealth points equal
to your character level; these purchases count as "real", non-magical
Wealth for purposes of fueling Theotechnical low magic or other
ritual requirements. Your hoard cannot be stolen so long as you live,
as it simply refuses to leave its appointed place.

Sinews of the Serpent Constant
You have tremendous physical might. While it is not precise enough
to be relevant in normal attacks, you can smash through stone construction
as many feet thick as you have character levels, crush wooden
structures, carry weights no heavier than a small ship, and otherwise
perform feats of draconic strength.

Terror of the Skies Constant
You have wings, and can fly at twice your normal ground movement
rate. When allowed uninterrupted flight over long distances, you can
travel up to one hundred miles an hour. You are sufficiently maneuverable
to hover or perform other intricate aerial maneuvers if needed.

Whispers of the Wyrm Action
Your words and gaze combine to induce a hypnotic sort of acquiescence
in your prey. By Committing Effort for the scene and targeting
a creature who is looking at you, you may temporarily take control of
their will. Lesser foes get no save, while worthy ones can resist with a
save versus Spirit. Affected victims will perform any act you command
that does not threaten their own lives or those of their loved ones.
Worthy foes can shake it off after the scene ends, but lesser foes remain
subject to you until they are have been entirely separated from your
voice and presence for one month.

Greater Gifts
Iron Scales of the God-Wyrm Instant
Commit Effort for the scene. You negate an otherwise successful
attack or source of physical damage. The blow may land on you, but
you are simply too large or strong to be hindered by it. As a Constant
effect, gain a bonus of 2 hit points per character level to your
maximum hit points.

Legion's Bane Constant
All physical damage you inflict against Mobs may be read straight,
whether inflicted by normal attacks or gifts. Physical attacks or physical
damage-inflicting powers used against targets or Mobs of creatures
with maximum hit dice equal to or less than half your level in hit dice,
rounded down, are automatically successful and instantly fatal to
the hapless targets. If you choose to use this gift as part of an attack,
any creatures you reduce to zero hit points are killed, and cannot be
non-fatally subdued.

World Eater On Turn
Commit Effort for the scene when rolling an attack or using a power
that inflicts damage dice. If a normal attack, it is automatically successful
and does maximum damage. If an offensive power that rolls
damage dice, roll them twice and take the best result.

This message was last edited by the GM at 18:55, Sat 05 Aug 2023.
GM
GM, 105 posts
Wed 2 Aug 2023
at 15:31
  • msg #4

Gifts of Cultivation

The Manipulation of Seithr
WIP

Gifts of Cultivation
WIP
GM
GM, 106 posts
Wed 2 Aug 2023
at 15:32
  • msg #5

Character Sheet

Character Name
Vitals
HP8 / 8
AC0
Fray Die1d8
Level/ BAB1
Influence2
Dominion0
Spent Dom.0
Unspent Dom0
Dom/Month0
Experience0
Wealth0
Max Effort3 (1 S, 2 O)

Effort Commitment
  • Open
  • Open
  • Open


Ability Scores
Strength10+#Check  #+
Dexterity10+#Check  #+
Constitution10+#Check  #+
Intelligence10+#Check  #+
Wisdom10+#Check  #+
Charisma10+#Check  #+
Base Scores:

Saves
Hardiness15+
Evasion15+
Spirit15+
*15-stat (-1 per level past 1)

Facts


Weapons/Attacks
AttackDmgAbilityRangeNotes
Unarmed1d2Str/DexMelee 
Gift1d10?????? ft.Magical
Divine Wrath1d8/lvN/AVisualCE (Day) Miracle; Smite
Corona of Fury1d8/2 lvN/AVisualCE (Day) Miracle; Smite; 30-ft radius; if you selectively spare allies, enemies get a saving throw to avoid
*Damage Conversion: 1=0 damage; 2-5= 1 damage; 6-9= 2 damage; 10+= 4 damage
*Reminder: Add Level + Stat mod to HIT, add Stat Mod to one die of a damage roll. Resolve dice individually based on conversion.


Bound Words
Word of CreationBinding Effect
  
  
  

Gifts
Lesser GiftsWordActionEffect
GiftWordActionEffect
GiftWordActionEffect
GiftWordActionEffect
Greater GiftsWordActionEffect
GiftWordActionEffect
GiftWordActionEffect
StrifeWordActionEffect
GiftWordActionEffect
GiftWordActionEffect

Low Magic Abilities/Theurgy/Lesser Strife/Traits


Notable Possessions







quote:
<Serif><u><large><large><large><smallcaps>Character Name </smallcaps></large></large></large></u> <Small>
<smallcaps><u>Vitals</u></smallcaps>
|! HP         | 8 / 8
|! AC         | 0
|! Fray Die   | 1d8
|! Level/ BAB | 1
|! Influence  | 2
|! Dominion   | 0
|! Spent Dom. | 0
|! Unspent Dom| 0
|! Dom/Month  | 0
|! Experience | 0
|! Wealth     | 0
|! Max Effort | 3 (1 S, 2 O)

<smallcaps><u>Effort Commitment</u></smallcaps>[list]
[*] Open
[*] <Seagreen>Open</Seagreen>
[*] <Seagreen>Open</Seagreen>
Colored Effort is Overt.</small>
[/list]

<smallcaps><u>Ability Scores</u></smallcaps>
|! Strength     | 10 | +# | Check  #+ |
|! Dexterity    | 10 | +# | Check  #+ |
|! Constitution | 10 | +# | Check  #+ |
|! Intelligence | 10 | +# | Check  #+ |
|! Wisdom       | 10 | +# | Check  #+ |
|! Charisma     | 10 | +# | Check  #+ |
Base Scores:

<smallcaps><u>Saves</u></smallcaps>
|! Hardiness | 15+ |
|! Evasion   | 15+ |
|! Spirit    | 15+ |
*15-stat (-1 per level past 1)

<smallcaps><u>Facts</u></smallcaps>[list]
[*]
[*]
[*] [/list]

<smallcaps><u>Weapons/Attacks</u></smallcaps>
|! Attack         |! Dmg   |! Ability|! Range |! Notes|
| Unarmed         |  1d2   | Str/Dex | Melee  |
| Gift            | 1d10   | ???     | ??? ft.| Magical
| Divine Wrath    | 1d8/lv | N/A     | Visual | CE (Day) Miracle; Smite
| Corona of Fury  | 1d8/2 lv | N/A   | Visual | CE (Day) Miracle; Smite; 30-ft radius; if you selectively spare allies, enemies get a saving throw to avoid
*Damage Conversion: 1=0 damage; 2-5= 1 damage; 6-9= 2 damage; 10+= 4 damage
*Reminder: Add Level + Stat mod to HIT, add Stat Mod to one die of a damage roll. Resolve dice individually based on conversion.


<smallcaps><u>Bound Words</u></smallcaps>
|! Word of Creation |! Binding Effect |
|             |  |
|             |  |
|             |  |

<smallcaps><u>Gifts</u></smallcaps>
|! Lesser Gifts         |! Word   |! Action |! Effect
| Gift                  | Word    | Action  | Effect
| Gift                  | Word    | Action  | Effect
| Gift                  | Word    | Action  | Effect
|! Greater Gifts        |! Word   |! Action |! Effect
| Gift                  | Word    | Action  | Effect
| Gift                  | Word    | Action  | Effect
|! Strife               |! Word   |! Action |! Effect
| Gift                  | Word    | Action  | Effect
| Gift                  | Word    | Action  | Effect

<smallcaps><u>Low Magic Abilities/Theurgy/Lesser Strife/Traits</u></smallcaps>[list]
[*]
[*] [/list]

<smallcaps><u>Notable Possessions</u></smallcaps>[list]
[*]
[*] [/list]

</Serif>

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