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4/  The WORDS OF POWER.

Posted by galley_slaveFor group 0
galley_slave
GM, 10 posts
Sun 28 Jul 2019
at 04:10
  • msg #1

The WORDS OF POWER

The remarkable powers of a Godbound are expressed through the Words of Creation; portfolios of authority over the elements of the world.
The spiritual shards, the essence of the Creator, and strangely-refined fire of the Made Gods have congealed about the souls of the Godbound and granted them authority over the very fabric of reality.

Sure, low magic toys at the edges of the world and theurgy manipulates its deep laws, but the power of the Words can forge reality as its wielder desires.

There are numerous Words included below, though more exist. Each one addresses one of the fundamental qualities of the world:
Fire, Night, Time, Beasts, and other archetypal elements of creation.
Each has its own realm of authority, though some overlap in their effects; both Fertility and Health can grant healing, for example, while Night and the Sky both know secrets of swift flight. Each Word describes the extent of its potential abilities.

Your hero begins their story bound to three of these Words.
Choose from those listed here, or work with the GM to devise your own Words of Creation. You will have the ability to bond with further Words as you gain power and experience, though not without cost. Each Word grants a special ability to those who bind with it: an improved attribute, a natural power, a special immunity, or some other grace.

You should also think about your hero’s relationship to their powers. It might seem that a Godbound of Fire should be hot-tempered and restless, or a Godbound of Death be morbid, but this is not necessarily the case. A Godbound’s Words are theirs. They leave their mark on these powers as much as the powers mark them.
Their innate personality and beliefs are expressed through their powers, in ways that make sense to them. A Godbound of peace might have the Sword Word, but express it in the form of impenetrable defensive gifts that let them stride a battlefield untouched. A Godbound of seemingly opposing elements such as Fire and Sea might be an intrinsically conflicted person, or they might just understand their powers as facets of their own complexity, with flames in one hand and floods in the other.

Your hero’s powers are subordinate to your hero’s own will and personality, and you should express them as seems best to you.

Your hero begins their story bound to three of these Words: Choose Wisely, hero!
galley_slave
GM, 11 posts
Sun 28 Jul 2019
at 04:19
  • msg #2

The WORDS OF POWER

The Words of Creation
Alacrity:   Agility and swiftness in motion
Artifice:   Building, repairing, and destroying objects
Beasts:   Command and transformation of beasts
Bow:   Ranged combat and impossible accuracy
Command:   Leadership, rule, and enforced obedience
Death:    Undead, death, and the dying
Deception:   Trickery, stealth, illusion, and lies
Earth:   Stone, strength, soil, and obdurate hardness
Endurance:   Tireless vigor and scorn for injury
Fertility:   Plants and growth both unnatural and normal
Fire:   Heat, smoke, light, fury and lust
Health:           Vigor, healing, and the command of disease
Journeying:   Swift, unhindered travel over far distances
Knowledge:   Knowledge both mundane and supernatural
Luck:   The having and giving of luck; good and bad
Might:   Raw strength and its use in tremendous deeds
Night:   Darkness, sleep, night-passage and dreams
Passion:   Emotion, devotion, grudges, and yearnings
Sea:   Water, seas, rivers, sea-beasts, and purification
Sky:   Weather, lightning, flight, and winds
Sorcery:   Initiation into theurgic spellcasting
Sun:   Light, vision, truth, heat and banishing
Sword:   Melee combat and unarmed struggles
Time:   Prophecy, postcognition, and time-weaving
Wealth:   Money, prosperity, and abundant goods
galley_slave
GM, 16 posts
Sun 28 Jul 2019
at 15:34
  • msg #3

ALACRITY

ALACRITY
The Word of swiftness and impossible grace, Alacrity grants miracles of haste to the hero who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise inescapable peril, or responding to an event before its enactor can even begin. Alacrity is not Journeying, however, and its movement tends to be restricted to a single particular place or a short distance rather than swift transit between far flung locations.
     - Heroes with the Alacrity Word cannot be surprised.
     - They may increase their Dexterity to 16, or to 18 if it’s already 16 or higher.
galley_slave
GM, 17 posts
Sun 28 Jul 2019
at 15:35
  • msg #4

ARTIFICE

ARTIFICE
This is the Word of crafters, builders, and devisers of wondrous creations. Some Godbound express their affinity through a particular form of crafting, such as blacksmithing or shipbuilding, while others are patrons of a broader range of creative labor. Even focused artisans can use their powers generally, however. Miracles of Artifice involve the creation, command, repair, or destruction of physical objects.
     - Heroes with the Artifice Word can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation may look odd, and any "food substances" are inedible, it functions and lasts as well as a normal object of its type and usual substance.
     - The hero’s crafting efforts for a day count as 100 laborers per character level when an estimate is needed.
galley_slave
GM, 18 posts
Sun 28 Jul 2019
at 15:36
  • msg #5

BEAST

BEAST
The Word of the animal realm, gifts of the Beast may be used on any natural or magical animal, though not creatures fashioned entirely of sorcery or impossible artifice. Most creatures of human intelligence do not qualify as beasts, though some exceptionally primal or savage entities might be treated as such. Miracles of the Beast Word involve adopting traits of animals, impressing these traits on others, full or hybrid shapeshifting, commanding beasts, or calling forth animals.
Some powers grant the user the full or partial shape of an animal, or allow them to transform another. If used as a curse, the hero may inflict the animal’s intellect on the target or allow them to retain their own mind in their new shell. If used as a blessing or a personal transformation, the original mind is retained, albeit with an instinctive awareness of how to use the beast’s natural abilities. If using a creature's natural weaponry to attack, small but dangerous creatures use a 1d6 damage die, wolf or bear sized ones use a 1d8 damage die, and larger creatures use a 1d10 damage die. Thus, transforming mortals into fierce beasts wouldn't actually improve their prowess, but would only change their outward appearance and give them the natural locomotion of the beasts.
     - Heroes with the Beast Word can speak to animals.
     - Unintelligent beasts will always comply with requests that aren't unnatural to them.
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