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23:20, 19th April 2024 (GMT+0)

4/  The WORDS OF POWER.

Posted by galley_slaveFor group 0
galley_slave
GM, 19 posts
Sun 28 Jul 2019
at 15:38
  • msg #6

BOW

BOW
This Word includes all divinities of ranged combat, whether with bow, hurled spear, pistol, thrown dagger, or a flung lightning bolt. Heroes with the Omnipresent Reach Gift may not actually use a physical weapon at all, instead hurling bolts of some appropriate energy. Such bolts may do elemental damage if the hero is aligned with such Words, or they might be physical blasts of concussive divine force. Miracles of the Bow involve impossibly accurate damage delivered over enormous distances or the cursing and condemning of another’s attempt at a ranged attack. Note that the benefits granted by gifts of the Bow apply only to projectiles and other weapons or bolts called forth by the gifts of this Word. They don’t apply to other ranged attacks from other Words or to magic that just happen to be delivered at range, such as the Divine Wrath gift allowed to all Words.
     - Heroes with the Bow Word never run out of normal ammunition. They may instantly call ranged or throwing weapons they've used to their hands over any distance, and their ranged weapon attacks never harm any target they did not intend to hurt.
     - Their ranged attacks always count as magical for purposes of overcoming defenses.
galley_slave
GM, 20 posts
Sun 28 Jul 2019
at 15:39
  • msg #7

COMMAND

COMMAND
The Word of Command speaks of obedience, leadership and rule. Godbound of Command can compel the submission of others to their will and the acceptance of their rulership, but they cannot touch the hearts of those they command. While enthralled subjects will carry out orders meticulously and rationally, they will not exert their own initiative unless they agree with the Godbound's desires.
     - Heroes with the Command Word may set their Charisma score to 16, or 18 if it’s already 16 or higher.
     - They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.
galley_slave
GM, 21 posts
Sun 28 Jul 2019
at 15:40
  • msg #8

DEATH

DEATH
Death is known to all that is mortal, and this Word gives command over this inevitable fate. It's miracles avert or bring about death, reveal details about a death, rule the unquiet dead, or create restless undead.
     - Heroes with the Death Word may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead get a Spirit saving throw to resist, and cannot be commanded to self-destruct.
     - As an On Turn action, they also know the details of what, where, and how anything died or is dying within 100 feet of them.
This message had punctuation tweaked by the GM at 15:41, Sun 28 July 2019.
galley_slave
GM, 22 posts
Sun 28 Jul 2019
at 15:40
  • msg #9

DECEPTION

DECEPTION
The arts of Deception are those of stealth, illusion, and lies. A masterful trickster is skilled at detecting impositions as well as uttering them, and their miracles may have to do with revealing deceit as well as impressing it on the minds of others. Gifts of stealth and concealment usually apply as long as the hero is avoiding attention and acting discreetly. Violence, loud noises, and directly exposing themselves to guards or other vigilant sorts risks the loss of concealment.
     - Heroes with the Deception Word may raise either their Dexterity or Charisma to 16, depending on whether they favor stealth or lies. If either score is already 16 or higher, they may set it to 18 instead.
This message had punctuation tweaked by the GM at 15:42, Sun 28 July 2019.
galley_slave
GM, 23 posts
Sun 28 Jul 2019
at 15:42
  • msg #10

EARTH

EARTH
The Word of Earth gives command over stone and soil, and evokes the hardness and obduracy of rock. Miracles of Earth revolve around stone, earth, strength, hardness, and durability, and can be used to grant brief marvels of these qualities to the hero or others. Metal can be destroyed or purified from ore by this Word, but it cannot be molded the same way in which raw stone or soil can be shaped.
     - Heroes with the Earth Word may set either their Strength or Constitution scores to 16, depending on whether they emphasize the strength of load-bearing stone or the hardness of solid rock. If the chosen score is already 16 or higher, they may set it to 18 instead.
galley_slave
GM, 24 posts
Sun 28 Jul 2019
at 15:43
  • msg #11

ENDURANCE

ENDURANCE
The Word of Endurance is one of hardiness, determination, and unflagging exertion. Its miracles can grant survival even in the face of certain death, strength when exhaustion would otherwise overwhelm, and resistance against unwanted sorcery or curses. A Godbound graced with this Word is fearsomely diffcult to harm physically, but the Word cannot deflect mental or spiritual damage sources or compulsions, like a Knowledge Divine Wrath or a Command compulsion. As a guide, if it would involve a Spirit save then Endurance can't stop it. Its miracles can't extend immunities to others unless noted otherwise.
     - Heroes of Endurance need not eat, sleep, drink, or breathe.
     - The Godbound may set their Constitution score to 16, or 18 if it’s already 16 or higher.
galley_slave
GM, 25 posts
Sun 28 Jul 2019
at 15:44
  • msg #12

FERTILITY

FERTILITY
Fertility for their lands and children for their families are two of the dearest desires of all common folk, and the Word of Fertility grants such blessings. But what it gives it may also take away, and the miracles of this power can also be used to blight land and curse lineages. Immediate miracles tend to briefly influence desire, sexuality, harvests, and blights, while the Gifts of the Word can produce more lasting effects.
     - Heroes with the Fertility Word have perfect control over their reproduction and may set their Constitution score to 16, or 18 if it’s already 16 or higher.
     - They have an invincible defense against wooden weapons or objects, vegetal monsters, and plant-based toxins.
galley_slave
GM, 26 posts
Sun 28 Jul 2019
at 15:46
  • msg #13

FIRE

FIRE
Born of red flame, the Word of Fire grants powers of burning, melting, and destroying those things displeasing to the hero. It may also be used to shield allies from the fury of the same, or undo the damage that fire has done to a person or object. Its miracles may also bring light to a place, or to conceal with veils of choking smoke. More subtle miracles may invoke Fire’s ties to passions of fury and lust, enkindling these feelings in others or causing them to spread to others like the swelling of a growing flame.
     - Heroes with the Fire Word have an invincible defense against flame and smoke.
     - They may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die.
galley_slave
GM, 27 posts
Sun 28 Jul 2019
at 15:47
  • msg #14

HEALTH

HEALTH
Bread, children, and health; these things are ever in the prayers of the people. The Word of Health offers one of these at least, banishing illness and putting aright mismade flesh. Miracles of Health can banish plagues and cure injuries, though gifts are generally needed for large-scale workings save in relatively minor feats of healing. Vengeful demigods of Health can also inflict the same plagues they might cure.
While potent, powers of healing often demand much from the reserves of those who would benefit by them. Some gifts require those healed to Commit Effort for the day to absorb the healing energies. NPCs and others without listed Effort scores can be assumed to be able to benefit from such healing once a day at most.
     - Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly.
     - They may set their Constitution to 16, or to 18 if it’s already 16 or higher.
galley_slave
GM, 28 posts
Sun 28 Jul 2019
at 15:48
  • msg #15

JOURNEYING

JOURNEYING
The hero fares far with the Word of Journeying, which concerns itself with long travels and perilous paths. Miracles of Journeying involve swift transportation to a desired place, the sundering of barriers to the hero’s path, and the avoidance of peril while on the road. Other miracles can seal or open existing Night Roads. Note that the gifts of Journeying apply to travel rather than simple movement. Gifts that speak of travel mean for the hero to be moving from one location to another destination rather than just running around in a single area.
     - Heroes with the Word of Journeying always know exactly where they are, never lose their way to a known destination.
     - They may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal.
galley_slave
GM, 29 posts
Sun 28 Jul 2019
at 15:49
  • msg #16

KNOWLEDGE

KNOWLEDGE
Knowledge is the Word of understanding. All that mortal scholars know is within the purview of this Word, along with secrets of the past and present. The Word of Knowledge cannot penetrate the veil of the future, but it can reveal almost anything of the present world. Deep mysteries of a campaign world cannot be pried loose, however.
Facts or events perpetrated by someone with the Word of Deception allow their enactor a Spirit saving throw to conceal events from the Word of Knowledge.
     - Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead.
galley_slave
GM, 30 posts
Sun 28 Jul 2019
at 15:50
  • msg #17

LUCK

LUCK
Luck is a subtle Word in the main, without many of the blatantly obvious effects of the other domains. Instead, luck simply graces those blessed by its power, ensuring that things somehow work out well for them and very poorly for those who displease them. Luck miracles can be used to rework fate, ensuring that seemingly-random events turn out well or poorly for those targeted by the hero’s attentions.
     - Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day
galley_slave
GM, 31 posts
Sun 28 Jul 2019
at 15:51
  • msg #18

MIGHT

MIGHT
The primal power of strength is embodied in the Word of Might. Many martial Godbound are strong, but a Godbound of Might excels them all in raw physical strength, and can perform miracles of lifting, throwing, or breaking things with their bare hands. They also have the power to bless their allies with similar graces of strength, though usually for specific actions or challenges rather than as a standing bonus to their abilities.
     - A Godbound of the Word of Might is tremendously powerful, gaining a Strength score of 19 and a +4 attribute modifier for Strength.
     - This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.
galley_slave
GM, 32 posts
Sun 28 Jul 2019
at 15:54
  • msg #19

NIGHT

NIGHT
Dreams, sleep, darkness, and calm are found beneath the banner of night. Night passes over many places at once, and enters into even the most well-guarded chambers. The Word of Night can work miracles involving sleep, blindness, swift passage into darkness, and physical intangibility. These gifts often require a dimly-lit area for best effect.
     - Heroes with the Word of Night can see perfectly in darkness.
     - They need not sleep, and their actions will never involuntarily cause the awakening of any sleepers around them.
galley_slave
GM, 35 posts
Sun 28 Jul 2019
at 16:33
  • msg #20

PASSION

PASSION
The Word of Passion commands the heart, filling it with the emotions desired by the Godbound or banishing those feelings that prove troublesome. While these emotions can be overwhelming, the Godbound cannot dictate what the subjects do with them. In this way, Passion inspires personal action in its targets, but does not give the direct control granted by the Word of Command.
     - Heroes with the Word of Passion are blessed with grace and an understanding of the heart. They may set either their Charisma or Wisdom attribute score to 16, or 18 if the score is already that high.
galley_slave
GM, 36 posts
Sun 28 Jul 2019
at 16:34
  • msg #21

SEA

SEA
The Word of the sea commands water in all its forms, but most often that of the rivers and the oceans. All creatures that dwell within water are subject to the sea, and its waters can carry its blessed far away or crush and erode those less favored. Miracles of the sea can smash with crushing pressure, conjure vast amounts of water, control the flow of liquids, or purify with the cleansing salt of the oceans.
     - Heroes with the Sea Word have an invincible defense against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light.
     - They may grant these benefits to their companions, except for cold immunity
galley_slave
GM, 37 posts
Sun 28 Jul 2019
at 16:35
  • msg #22

SKY

SKY
The sky rules weather, flight, lightning, and wind. Those blessed by its might navigate the air as easily as the earth, wield lightning as a weapon, or blight whole cities with storm and wind. Miracles of the sky might banish hostile weather, smite a target with a bolt of lightning, conjure wind to lift and carry a thing, or perform some other feat of aerial command.
     - Heroes with the Sky Word are never harmed by falling, need not breathe, and have an invincible defense against electricity, cold and injurious sounds.
galley_slave
GM, 38 posts
Sun 28 Jul 2019
at 16:35
  • msg #23

SORCERY

SORCERY
Sorcery is an unusual Word, one representing a bond with the fundamental laws of creation and the deep, subtle secrets of its operation. Sorcery has no native miracles and cannot be used by itself to create effects or mimic its gifts. Instead, mastery of its gifts allows a Godbound to wield the flexible and potent powers of theurgy.
Godbound affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells.
galley_slave
GM, 39 posts
Sun 28 Jul 2019
at 16:36
  • msg #24

SUN

SUN
Light, hope, vision and purity are the purviews of the Sun Word. The sun banishes malevolent sorcery and gives courage with its radiance. Miracles of the sun might be used to break spells, reveal truths, give hope, or blast the impure with torrents of celestial flame. The sun’s eye is all-seeing, and gifts of vision also fall under this sphere.
   - Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage.
     - Their vision can pierce blindfolds or survive even the physical removal of their eyes.
galley_slave
GM, 40 posts
Sun 28 Jul 2019
at 16:37
  • msg #25

SWORD

SWORD
The Word of the Sword is that of melee combat, of direct struggle between the Godbound and their foes. Miracles of the Sword involve unerring strokes, tremendous blows, or marvelous escapes from harm in battle. While potent, these miracles do not work at range.
     - Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.
galley_slave
GM, 41 posts
Sun 28 Jul 2019
at 16:37
  • msg #26

TIME

TIME
Time is a complex Word, one ruling events of the past and future. While temporal gifts can often see the future, such outcomes are not set. Predictions can be overcome by events and choices, though some gifts of Time allow the user to fix a future’s certainty, unless their will is overcome by a stronger power. Miracles of Time can alter the past and rewrite prior events, but it is generally necessary to manipulate  specific events rather than simply decree a broad swath of history. Temporal manipulation cannot kill people or erase things of great occult power, but it can alter how past events played out.
     - Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to affect them or scry on them.
     - They may set their Wisdom to 16, or 18 if it’s already 16 or higher.
galley_slave
GM, 42 posts
Sun 28 Jul 2019
at 16:38
  • msg #27

WEALTH

WEALTH
Wealth is the Word not only of gold, but of prosperity of all kinds. Steady pay, full larders, warm clothes, and sturdy roofs are the purview of this Word. Some of its powers can even give blessings or curses to whole cities or nations.
Some gifts of Wealth allow the creation of non-magical objects, and a hero can use these powers to create great sums of gold or other precious materials. As a general rule, these gifts can be used to create enough Wealth to accomplish any immediate end desired, but the inflation caused by such a sudden rush of fist-sized jewels will make further artificial Wealth expenditures in the area useless for some time. A hero who operates more slowly, using the gifts to create actual objects of practical use, does not cause this sort of inflation. Such created Wealth is useless for the purposes of exerting Dominion, and cannot be spent for that end.
     - Heroes with the Wealth Word are never short of money, and can always afford anything that costs 1 Wealth or less.
     - They always have sufficient food, drink, and clothing for themselves and their companions, drawing it from nothingness if necessary.
galley_slave
GM, 46 posts
Sun 28 Jul 2019
at 20:35
  • msg #28

FATE

FATE
The celestial engines grind out probabilities and likelihoods for the denizens of the world below. There is choice for the living, but some are so penned in by circumstance and their own natures that their destinies are practically certain. The Godbound who binds Fate has mastered those spaces of ambiguity between the certain and the im- possible. They can make near-impossibilities a fated certainty for a person, or find the gap through which they might escape an otherwise inexorable doom.
Miracles of Fate decree future results for the Godbound and other creatures and steal the fates of others for the Godbound to inhabit. They clip causality, unlinking acts from their consequences, and they exempt the Undestined from the results of their unwiser choices.

-     The Godbound is master of their own will. They have an invincible defense against mental influences or mind-reading, and may cause attempts at the latter to return any results they wish


LESSER GIFTS
Cut the Consequence: On Turn
Commit Effort for the day and choose a lesser foe or fresh human corpse in sight. The target vanishes as the Godbound assumes their identity and natural destiny. They can use either the targeted crea- ture's attributes or their own, but retain their natural hit points and character level. They have an invincible defense against any magical attempt to detect their imposture except for the inspections of the Fate Word itself. They automatically know everything the target knew, though they may have to focus on particular topics to dredge up the knowledge. This imposture ends when the Godbound drops it or as soon as they Commit Effort for any reason. Once ended, the original target reappears where they were when this gift was first used, if they were alive, knowing nothing of what transpired since. Corpses never reappear. Once the Godbound has consumed a name they may re- adopt the persona at will by Committing Effort for the day, but they can't adopt the same name twice in a single day. When the name is re-adopted, the original subject vanishes once more, assuming they're still alive, and again returns at the power's end.

Drawing Out the Line>:   Constant
The Godbound is fated to survive their perils. Their base armor class becomes 3 and they cannot be surprised.

Persistence of Being:   Instant
The Undestined is immune to any effect that would kill them directly, without inflicting the requisite damage. Thus death spells, lethal poi- sons, petrification, or other instant-death effects cannot touch them. Non-lethal side effects may apply normally. As an Instant action, they can Commit Effort for the day to negate a blow or magic that would kill them some other way, but they can do so only once a day.

Read the Signs:   Action
The Godbound can look at a person and get a general idea of their past and most likely future. A brief description of their occupation, current ambitions, and a sentence on their most likely fate in the next year is obtained, along with their maximum hit dice total or character level.

Someone Else's Name:    Action
Commit Effort for the scene and target a visible person to strip their destiny from them. Those who know of the victim will no longer recognize them or believe they are who they claim to be, even if the circumstantial evidence is overwhelming. The victim can try to make a new life, but they can't get their old life back until the Undestined releases them. Worthy foes can save versus Spirit to resist this power.

Strike the Fetters:   On Turn
Commit Effort for the scene. All allied creatures in sight are freed of any mind-affecting effect or magical curse. If Effort is committed for the day, these subjects become immune to one mental effect or mind-affecting gift of the Godbound's choice for the rest of the scene.

GREATER GIFTS

Consume the Name: Action
 Commit Effort for the scene. The Godbound's current round of action is totally ignored by all around them, with no memory of it or reaction to it save that of immediate self-defense. Even scrying or recording won't catch the Undestined's deeds while under this effect. Worthy foes can save versus Spirit to notice the Godbound's actions.

Fade Into Fate:   Action
Commit Effort for the day. The Godbound dissolves into the present situation, becoming a faceless, overlooked member of some group of two or more people present: guards, gawking onlookers, undead legions, or even their own party of allies. They cannot be targeted or affected by any attack or power, and their original presence is forgotten, but they share the fate of the group. If the entire group is killed, they manifest next to one of the corpses with 1 hit point remaining. The Godbound may remain submerged in the group for up to one day, emerging at last in some place near a member of the group. While submerged in the group, they can take no action but get a general idea of what the group is doing and where its members are. Worthy foes can make a Spirit saving throw not to forget the Godbound was present, but actually forcing them back into their presence requires an appropriate miracle of dispelling or the extermination of the group.

Revise Destiny:   Action
Commit Effort for the scene. A particular creature in sight may have its destiny dictated in detail for up to one week per level of the God- bound or a single fated event or indefinite condition decreed for some point in the future. Wildly improbable events and choices cannot be dictated, but unlikely ones may be made certain, including an untimely death. If the target is a worthy foe or the destiny described requires the involvement of worthy foes in its execution, those involved get a Spirit saving throw to defy their role in the imposed fate.</quote>
galley_slave
GM, 47 posts
Sun 28 Jul 2019
at 20:38
  • msg #29

FATE

FATE
The celestial engines grind out probabilities and likelihoods for the denizens of the world below. There is choice for the living, but some are so penned in by circumstance and their own natures that their destinies are practically certain. The Godbound who binds Fate has mastered those spaces of ambiguity between the certain and the im- possible. They can make near-impossibilities a fated certainty for a person, or find the gap through which they might escape an otherwise inexorable doom.
Miracles of Fate decree future results for the Godbound and other creatures and steal the fates of others for the Godbound to inhabit. They clip causality, unlinking acts from their consequences, and they exempt the Undestined from the results of their unwiser choices.

     - The Godbound is master of their own will. They have an invincible defense against mental influences or mind-reading, and may cause attempts at the latter to return any results they wish


LESSER GIFTS
Cut the Consequence: On Turn
Commit Effort for the day and choose a lesser foe or fresh human corpse in sight. The target vanishes as the Godbound assumes their identity and natural destiny. They can use either the targeted crea- ture's attributes or their own, but retain their natural hit points and character level. They have an invincible defense against any magical attempt to detect their imposture except for the inspections of the Fate Word itself. They automatically know everything the target knew, though they may have to focus on particular topics to dredge up the knowledge. This imposture ends when the Godbound drops it or as soon as they Commit Effort for any reason. Once ended, the original target reappears where they were when this gift was first used, if they were alive, knowing nothing of what transpired since. Corpses never reappear. Once the Godbound has consumed a name they may re- adopt the persona at will by Committing Effort for the day, but they can't adopt the same name twice in a single day. When the name is re-adopted, the original subject vanishes once more, assuming they're still alive, and again returns at the power's end.

Drawing Out the Line:   Constant
The Godbound is fated to survive their perils. Their base armor class becomes 3 and they cannot be surprised.

Persistence of Being:   Instant
The Undestined is immune to any effect that would kill them directly, without inflicting the requisite damage. Thus death spells, lethal poi- sons, petrification, or other instant-death effects cannot touch them. Non-lethal side effects may apply normally. As an Instant action, they can Commit Effort for the day to negate a blow or magic that would kill them some other way, but they can do so only once a day.

Read the Signs:   Action
The Godbound can look at a person and get a general idea of their past and most likely future. A brief description of their occupation, current ambitions, and a sentence on their most likely fate in the next year is obtained, along with their maximum hit dice total or character level.

Someone Else's Name:    Action
Commit Effort for the scene and target a visible person to strip their destiny from them. Those who know of the victim will no longer recognize them or believe they are who they claim to be, even if the circumstantial evidence is overwhelming. The victim can try to make a new life, but they can't get their old life back until the Undestined releases them. Worthy foes can save versus Spirit to resist this power.

Strike the Fetters:   On Turn
Commit Effort for the scene. All allied creatures in sight are freed of any mind-affecting effect or magical curse. If Effort is committed for the day, these subjects become immune to one mental effect or mind-affecting gift of the Godbound's choice for the rest of the scene.

GREATER GIFTS
Consume the Name: Action
 Commit Effort for the scene. The Godbound's current round of action is totally ignored by all around them, with no memory of it or reaction to it save that of immediate self-defense. Even scrying or recording won't catch the Undestined's deeds while under this effect. Worthy foes can save versus Spirit to notice the Godbound's actions.

Fade Into Fate:   Action
Commit Effort for the day. The Godbound dissolves into the present situation, becoming a faceless, overlooked member of some group of two or more people present: guards, gawking onlookers, undead legions, or even their own party of allies. They cannot be targeted or affected by any attack or power, and their original presence is forgotten, but they share the fate of the group. If the entire group is killed, they manifest next to one of the corpses with 1 hit point remaining. The Godbound may remain submerged in the group for up to one day, emerging at last in some place near a member of the group. While submerged in the group, they can take no action but get a general idea of what the group is doing and where its members are. Worthy foes can make a Spirit saving throw not to forget the Godbound was present, but actually forcing them back into their presence requires an appropriate miracle of dispelling or the extermination of the group.

Revise Destiny:   Action
Commit Effort for the scene. A particular creature in sight may have its destiny dictated in detail for up to one week per level of the God- bound or a single fated event or indefinite condition decreed for some point in the future. Wildly improbable events and choices cannot be dictated, but unlikely ones may be made certain, including an untimely death. If the target is a worthy foe or the destiny described requires the involvement of worthy foes in its execution, those involved get a Spirit saving throw to defy their role in the imposed fate.
galley_slave
GM, 54 posts
Thu 1 Aug 2019
at 11:16
  • msg #30

DESIRE

DESIRE
The Word of Desire speaks of cravings of every kind, both carnal and intellectual. It rules over wanting and the compromises that are made to obtain a terrible need.
     - The favored of Desire automatically raise their Charisma to 16, or to 18 if already 16 or higher.
     - At their discretion, others will find them romantically compatible regardless of the onlooker's usual and natural tastes.

Lesser Gifts

Enslaving Passion On Turn
Commit Effort. The Godbound's words, gestures, and attention are so dizzying that the victim loses their ability to resist the hero's wishes. Their attention counts as a 1d10 magic weapon attack with a range sufficient to hit a target able to see them. Damage this gift does is emotional, eroding the victim's will; if reduced to zero hit points or hit dice by the effect, the victim regains one hit point and becomes the Godbound's utter thrall for the remainder of the scene, performing any non-suicidal act but regaining their self-control at its end. This gift only affects intelligent free-willed targets and its use is obviously supernatural to both onlookers and the target.

Incandescent Need Action
Provoke a tremendous desire for a person, a thing, a general type of activity, or to be in a place. Targets will act to the limit of their character to obtain their desire, with most people doing anything short of easily-detectable crimes to obtain it, and will feel intense pleasure in it. If Effort is Committed for the scene, the Godbound can affect up to a Large Mob of targets in their vicinity. Worthy foes get a Spirit save to resist this power. The effect lasts until dispelled or the Godbound releases a victim.

Quench the Heart Action
Extinguish desire in a visible target's heart, either for a person, a goal, a sex, a general type of activity, or a place. Nothing about the subtracted subject will be able to interest or give pleasure to the target, though disciplined persons may engage with it regardless out of a sense of duty. Worthy foes get a Spirit save to resist. If Effort is committed for a scene, the Godbound can affect up to a Large Mob of targets in their vicinity. The effect lasts until dispelled or the Godbound releases the target.

Self-Possession Constant
The Godbound has an invincible immunity to any mental effect that would influence their desires or actions. By Committing Effort for the scene, they can extend this immunity to all allies within 200 feet for the scene.

Sense the Need On Turn
Choose a visible target. Obtain a complete understanding of their romantic tastes, any significant pleasures they take, and their want that is most relevant to the Godbound's interests or goals. If phrased as a question as to what the target wants in exchange for a particular service or favor, the most likely necessary inducement is revealed, according to the GM's judgment. If used against a worthy foe the Godbound must Commit Effort for the scene.

Unbearable Beauty Constant
The Godbound has an effective AC of 3 against intelligent creatures, whether free-willed automatons, undead, or living beings, as they find themselves reluctant to strike the Godbound. The first attack any creature or Mob launches at the user each fight is an automatic miss as they hesitate in their attack.

Greater Gifts

Agony of Desire:    Action
Commit Effort for the scene and choose a visible target up to a Large Mob in size. Implant a non-self-harming desire for a particular thing or action; if the target does not spend at least one action on its round pursuing that activity or seeking to obtain that thing, it suffers one point of emotional damage per level of the Godbound. If reduced to zero hit dice or hit points by this, it regains one hit point and becomes unable to do anything but pursue that desire for the remainder of the scene. Worthy foes can attempt a Spirit save to end the power at the start of each of their rounds, but each such save attempt inflicts one point of damage per Godbound level. Once a save is made, a target is immune to this gift for the rest of the scene. Only one desire can be implanted at a time and lasts for the remainder of the scene.

The Harlot's Trade Action
The Godbound must offer a visible target something they find desirable, whether a person, thing, or favor in exchange for some favor or action on the target's part. If the target desires the offered thing badly and has no important reason to refuse the trade, it must accept it and perform their side of the trade in good faith. If the offered thing is inadequate recompense or the target has a powerful reason not to accept the trade, a worthy foe may make a Spirit save to resist this power and become immune to it for the scene. Lesser foes get no save even against terrible deals. This gift cannot induce a target to do something suicidal or profoundly contrary to their nature. If the Godbound promises a favor that they then fail to perform, they become unable to make any successful saving throw against the offended target or avoid any of their attack rolls for a year and a day thereafter. This gift is subtle, and an affected target will not usually suspect any magical influence unless the deal offered is obviously unequal.

Thrall to Desire Action
Commit Effort for the scene and choose a visible intelligent target. Lesser foes become utterly and permanently enthralled by the Godbound, providing any service that is not outright suicidal. Worthy foes get a Spirit saving throw to resist this power. This enthrallment lasts until it is dispelled, the subject spends at least 24 hours without having at least five minutes of focused personal attention from the Godbound, or the Godbound releases the victim.
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