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 "foodstuffs"
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.
Lesser Gifts
Faultless Repair Action
You can fix anything with the available materials and tools. Up to a
10 x 10 x 10 foot cube per level worth of objects or constructions can
be made like new each round, provided it is not completely destroyed.
Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuffs. If repairing magical or enchanted things,
Effort is Committed for the scene with each use of the gift.
Command the Wheels Action
Commit Effort. You can seize control of any visible vehicle, mechanism,
door, or other object with moving parts up to the size of a small ship.
If the item was created by you, there is no size limit on what can
be controlled. While the Effort remains committed, the object will
function exactly as if it were being manipulated, driven or piloted by
you. Each new directive requires an action, and worthy foes can save
versus Spirit to negate the gift for items they’re using.
Hammerhand On Turn
Commit Effort. Every weapon or unarmed attack you use rolls at least
a 1d10 damage die and is treated as a magic weapon. Against artificial
constructs or inanimate things, this damage roll is read straight.
Mark the Maker Action
With an action’s careful inspection, you understand the purpose and
operation of any crafted object, magical or mundane. You also gain
a brief vision of each person who substantially helped in its creation,
and a short description of what they contributed to it.
Ten Thousand Tools Constant
Your natural gifts of creation are augmented. Instead of requiring a full
round to create a portable mundane object, you may do so as an On
Turn action, as part of whatever action you take. This object may be
a permanent creation or allowed to disappear afterwards at your discretion.
Your daily labor on projects is worth 1,000 laborers per level.
This gift is of no use to a Godbound who has not bound this Word.
Transmuter Action
Commit Effort for the scene and turn one 10 x 10 x 10 foot cube of
material per hero level from one physical substance into another. Items
being used or held by a creature cannot be changed. If the effect is
used to somehow harm targets, they take a 1d6 damage die for every
two character levels of the hero, rounded up. If the substance being
created is rare or precious, Effort must be committed for the day.
Extremely rare and magical substances cannot be created this way,
though mountains of gold can be fabricated. See the Wealth Word
for limits on the use of this newfound treasure, as it is all too easy to
inflate a region’s mundane economy into chaos.
Greater Gifts
The Maker’s Eyes Action
As an action, you may instantly perceive the area around any object
you’ve created as if you were there, seeing and hearing all around you.
If you Commit Effort for the scene, you may take one action with the
object as if you were present to manipulate it. If you choose a specific
location to focus on, you see through the nearest valid object.
Perpetual Perfection Constant
Everything you make is flawless and impervious to normal decay and
use. Only intentional efforts at destruction have any chance of ruining
them. The weapons and armor you create count as magical items, ones
capable of harming supernatural foes and granting a +1 to hit and
damage rolls for mortal wielders. You and other Godbound are too
mighty to benefit from this hit and damage bonus.
Reverence of Steel Constant
Any clothing or armor you make for yourself gives you an AC of 3
with no saving throw penalties. When you make a suit specifically
for another, any saving throw penalties are one class lighter; none for
medium armor, and only one saving throw penalized for heavy armor.
As an Instant action, Commit Effort for the scene to negate one hit
you receive from a manufactured or crafted weapon.
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.
Lesser Gifts
Descent of the Mountain Action
The Godbound can hurl any object they can lift to any point in sight.
If used as an attack, they must make a normal hit roll modified by
Strength. Very large or heavy objects make clumsy weapons and suffer
a -4 to hit, but inflict 1d12 damage to those in the area they land on,
modified by Strength.
Falling Meteor Strike Action
With a moment's concentration, the Godbound can smash any single
non-magical object of less than ten feet in diameter. If the object is
larger than that, a ten-foot high, wide, and deep hole is punched into
it. If the object is magically durable or resilient, the Godbound must
Commit Effort for the scene to smash it. The focus required for this
blow makes it useless against mobile enemies, but if the Godbound
strikes an immobile or helpless target with this gift they suffer four
points of damage for every level of the Godbound.
Fists of Black Iron Constant
The Godbound's unarmed and weapon attacks are fueled by their
tremendous strength. One-handed weapons do 1d10 damage in their
hands, and two-handed ones or unarmed attacks made with both
hands free inflict 1d12. These attacks count as magical weapons.
Shoulders Wide as the World On Turn
Commit Effort. The Godbound can pick up any object no larger than
a warship and carry it at their normal movement rate. The gift allows
the object to hold together and the Godbound to avoid sinking into
the earth, but the object is too unwieldy to use for violent ends.
Stronger Than You Constant
Whenever the Godbound is in an opposed Strength check or contest
against another creature or opposing it in a grapple or other exercise
of strength, the Godbound always wins. If two Godbound with this
gift struggle, the test is resolved normally. As an action, the Godbound
can confer the benefits of this gift on an ally for one contest or action.
Surge of Strength Instant
Commit Effort for the scene to maximize any single damage roll
modified by Strength. Such is your aura of tremendous might that
you can apply this benefit to an ally within sight if you wish.
Greater Gifts
Leap the Moon On Turn
Commit Effort. The Godbound can leap tremendous distances, ignoring
all fall damage and able to jump to any point within sight in lieu of
their movement action for the round. They can fight flying enemies by
using their move action to leap up before striking their target. They
cannot leap more than ten total miles of distance per hour, however.
Loosening God's Teeth Action
Commit Effort for the day and make a single armed or unarmed
attack. If the blow hits, the damage roll is read straight. This damage
roll cannot be maximized by other gifts or abilities. Even on a miss,
the concussion of the blow does injury as a normal-damage hit.
Thews of the Gods Constant
The Godbound is always able to pick up anything smaller than a large
building and punch through, smash, or break loose any non-magical
substance as a free part of their movement or other actions. This
might is quickly deployed, but not finely-controlled enough to help
damage rolls or other attacks.
Metal
The word of steel and gold, mining and metallurgy. Gifts of
Metal affect pure or mostly-pure metals, alloys and their ores, but
not earth or stone in the general sense, nor substances with minor
metallic impurities, such as blood. Miracles of the Word chiefly
encompass command of metal in its elemental or alloyed forms,
but also extend to dominion over mining, smelting and smithing,
and other pursuits closely bound to human use of metal.
Heroes with the Word of Metal may set either their Strength or
Constitution scores to 16, depending on whether they emphasise
the might of the hammer or the firmness of the anvil. If the
chosen score is already 16 or higher, they may set it to 18 instead.
they have total control of any single metal object they touch:
heating, cooling or reshaping it to their desire as an action.
Lesser Gifts
Edict of Rust Action
All chosen metal objects within a 10 x 10 x 10 foot area per hero
level are consumed by rust and crumble into useless scrap. This can
affect mundane arms and armor worn by people, and can create
openings in solid metal big enough to pass through.
Silver Tongue On Turn
Commit Effort. You can communicate with worked metal, seeing
and perceiving everything it has witnessed at a certain time of your
choice, so long as it is after the metal was first worked. Metal has
no thought as humans recognise it, but it can perfectly relay all the
sounds and sights that took place in its presence. You must specify
a particular time to focus on, however.
Striking the Anvil Instant
Commit Effort. You cannot be harmed by mundane metal weapons
or projectiles for as long as the effort remains committed.
Optionally, you may commit Effort to scene end when struck by a
metal weapon for that weapon to shatter, negating the attack,
destroying the weapon and dealing your fray die in damage to the
attacker as shrapnel. This gift has no effect on artifacts, however.
Lodestone Chain of Command On Turn
Your innate ability to manipulate metal is augmented. Instead of
requiring a full round to control an object's shape or temperature,
you may do so as an On Turn action as part of whatever action you
take, and you may affect any object in sight instead of requiring
touch to do so. Optionally, commit Effort to seize control of up to
a full room of metal objects at once and manipulate them
magnetically, moving them according to your desires as an action.
You may wield these objects as a 1d10 magic weapon with a 200
foot range, striking foes with forcefully flung projectiles.
Sublime Surveyance Constant
You can intuitively sense the presence and shape of all metal
objects around you, within a radius of 100 feet per character level.
This ability is precise enough to discern the exact position and
composition of metallic objects in range, and sensitive enough to
detect subterranean minerals and ores.
True Steel Instant
Commit Effort to the end of the scene. Your current or next attack
with a metal weapon or projectile is guided by divine precision and
pierces the surest of defenses, dealing maximum damage and
hitting on anything but a natural roll of 1.
Greater Gifts
Master of the Adamant Forge Constant
You gain an invulnerable defense against heat, fire and smoke.
Weapons, armour and tools you create from metal are of flawless
quality and impervious to normal decay and use. Weapons you
create count as magical items, ones capable of harming supernatural
foes and granting a +1 to hit and damage rolls for mortal
wielders. You and other Godbound are too mighty to benefit from
this hit and damage bonus, however.
Open the Celestial Furnace (Smite) Action
Commit Effort for the day. Choose a point within sight; all chosen
targets within 50 feet of it are blasted by a superheated cascade of
molten metal and slag for 1d8 points of heat damage per level of
the Godbound. At your discretion, the molten metal can remain in
place as hazardous terrain until you dispel it or until it cools
(which takes around a day). Enemies who remain in this area or
pass through it take 1 point of damage each round they are in the
area of effect.
Direct the Dutiful Steel Action
Each round, create, modify or destroy a solid metal structure up to
a 20 x 20 x 20 foot size within your normal line of sight. The
structure can be elaborate, to the limits of your own creative skills.
You can create pure or alloyed metal, including iron, steel, and gold,
as part of this process. Creatures or mechanisms made of metal
within the area may be completely controlled, with worthy foes
allowed a Spirit save to resist.
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