Dragon
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.
Entropy
Godbound of Entropy are avatars of disorder and decay, the eidolons
who cause things to fall apart and ensure the center cannot
hold. Matter, passions, plans… these things crumble before the
Godbound's will. Yet this Word is not entirely negative, for one
with the Word of Entropy can also cause it to withdraw its eroding
influence from a chosen subject, preserving it in perfect and unnatural
order until that favor is withdrawn. They cannot heal, but they
can keep things from getting worse for that which they guard.
The Word of Entropy grants a Godbound no need for food, drink,
sleep, or air, and they also seem to be functionally unaging. They
can destroy any non-divine inanimate object they touch as a Main
Action, or up to three cubic feet of a larger object per round.
Lesser Gifts
Disordered Minds Action
Commit Effort for the scene and target a visible creature while nominating
some purpose or action the creature is trying to carry out,
whether killing a foe or proclaiming a royal edict. They will immediately
perform the most harmful and disruptive action they can take
in contradiction of that goal, whether an intentional miss or critically
garbling the edict in transmitting it. They will be convinced they are
behaving sensibly despite all argument until released by the Godbound.
Lesser foes cannot resist this gift, while worthy foes can save
versus Spirit to break free before each round of bungling.
Functional Lifespan Action
Commit Effort for the scene and target a visible creature or an object
or part of an object no larger than a cottage. The target becomes
immune to natural weathering, decay, or aging, though it can still be
damaged normally by intentional action or uncharacteristic abuse.
Supernatural creatures or humans with more than 1 HD can't be
made immortal this way, though their lifespan can be maximized.
Low Impact Instant
Commit Effort for the scene and target a visible attack or injurious
event that has just happened. Harm is negated as the force drains
away uselessly or the object remains undisrupted by the attack. This
gift normally only applies to hit point damage or physical disruption.
Perfect Efficiency Constant
Gain one point of Effort. Also, as an On Turn action, Commit Effort
to ignore a number of points of an Uncreated's Cold Breath ability
equal to half your level, rounded down, while it remains Committed.
Sap the Force Instant
The Godbound targets a creature that has just Committed Effort for
any reason. The Effort is lost and the creature must Commit it again
as an Instant action if their desired effect is to come to pass. This gift
can be used only once per scene on a given target.
Things Fall Apart Constant
The Godbound's displeasure causes physical decay, dissolution, and
collapse. They may use it as a magical ranged weapon out to sight
distance, doing 1d10 damage. Against inanimate objects, this damage
is always maximum, and can erode a sphere up to 6 feet in diameter
of non-divine matter every round.
Zero Functional Lifespan Action
Target a visible object no larger than a person, or Commit Effort for
the day to target an object no larger than a large sailing ship. The
object immediately decays as if aged up to one century per character
level, a span usually sufficient to destroy all but the most obdurate
materials or magical items designed to last indefinitely. If used against
a magical vehicle, Godwalker, or other artifice that requires maintenance,
the target immediately takes 1d8 damage per two character
levels of the user, rounded up.
Greater Gifts
Atomized Souls Action
Commit Effort for the day and target a visible creature. Choose one
or more emotional relationships they have, or simply nominate an
entire class of relationships. They and those in the relationships lose
all feeling for each other, whether positive or negative, and cannot develop
it again until the Godbound permits it. Lesser foes cannot resist
this apathy, while worthy foes can save versus Spirit to retain their
feelings toward the other, though this sentiment may be one-sided
if the other is a lesser foe.
Best Laid Plans Action
The Godbound targets a particular plan or purpose, whether one
specifically known to them or merely a hypothetical goal. They immediately
get an intuitive sense of the most useful act they could
presently take toward promoting or hindering this goal, according to
their wishes and the GM's best judgment. They may not understand
why this action would be so helpful or harmful to the goal, and the
act may be difficult for them to perform, but it will always be very
helpful or harmful in turn as they intend. This gift cannot be used
as a miracle. This gift cannot be used again on the same or a similar
topic until the action has been taken or seriously attempted.
Undisrupted Order On Turn
The Godbound focuses on maintaining personal coherence, and gains
an invulnerable defense against all physical harm or physical alteration
until the start of their next turn. Using this gift a second or further
time in the same scene requires that Effort be Committed for the day
each further time this gift is used. Note that this gift is an On Turn gift
rather than an Instant one, so it must be used on the Godbound's turn.
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.
Lesser Gifts
Body of Burning Light On Turn
Commit Effort. Your brilliance makes you almost impossible to target,
by creatures who operate by means of vision. While you shine,
your natural AC is 3 against creatures with sight. Your weapons or
unarmed attacks count as a magical weapon with a range of 200 feet,
and do a minimum of 1d10 damage. Your corona counts as natural
sunlight for susceptible creatures. Armor and shields don't aid this AC.
Hasten to the Light Action
Commit Effort for the scene. Instantly appear in any place lit by
natural sunlight or your own radiance, provided it's within one mile.
You appear at the nearest valid light to your desired destination. This
gift can't move you more than a mile of total distance per hour.
Hope of the Dawn On Turn
Commit Effort. You and allies within your general area gain a Morale
of 12 and an invincible defense against magical emotional influence.
Allied NPCs gain +1 hit die and +1 to hit. Those in sight of you
have an instinctive awareness of your wishes, though they are not
compelled to obey.
Illumine That Which Is On Turn
Commit Effort. Your radiance limns magical effects on people, banishes
magical darkness, dispels mortal illusion, and reveals magical
items. Those with the gifts of Deception or Night may make a Spirit
saving throw to maintain their illusions or gloom.
Purity of Brilliant Law Instant
Commit Effort for the scene. Defensively dispel a hostile magical
effect on yourself or offensively dispel another gift for a round as if
with a miracle. This gift functions more swiftly than a conventional
miracle of dispelling, and the Effort need not be committed for so long.
Sunlit Sight Action
Commit Effort. Choose a place you’ve been that is currently lit directly
by the sun. While the Effort is committed, see and hear everything in
that place as if present. Your voice can be heard there by those present.
Greater Gifts
Creation’s First Light On Turn
Commit Effort. Your vision penetrates any non-magical barrier, allowing
you to see anything and everything out to the horizon. Focusing
on something not in the immediate area requires a round. This vision
automatically penetrates illusions and sees the true shape of shapeshifters.
It cannot pierce the gifts of the Deception Word, however.
Purging Noonday Blaze Action
Commit Effort for the scene. A burning light permanently banishes
all undesired low magic out to sight range. If the Effort is committed
for a day, it suppresses all offensive gifts or magical powers of a single
target for one round, as if by a successful miracle applied to each.
This gift can be used for such offensive dispelling only once per scene.
Sunstrike (Smite) Action
Commit Effort for the scene. If the sun is in the sky, its radiance strikes
a desired visible foe for 1d10 fire damage per level of the Godbound,
This blaze will penetrate any roof or ceiling not proof against divine
gifts in order to strike the target. If the sun is not in the sky the bolt
does 1d6 damage per level. Creatures not of this world, such as summoned
entities, angels or Uncreated, always take 1d10 damage per
level and roll the damage twice to take the harshest result.
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