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.