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Circolo degli Antichi
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Messaggi inviato da Plettro

  1. Salve a tutti! Come da titolo, sto cercando 1-2 giocatori extra che siano interessanti a partecipare ad un particolare progetto/campagna di Worldbuilding condiviso.
    Questo progetto consisterà nel creare insieme un mondo seguendo un processo divertente (e inutilmente lungo) che possa servire come ambientazione per future avventure sul Forum. Il processo di creazione dell'ambientazione sarà diviso in due fasi distinte: una fase di Voti e Veti, in cui scriveremo le fondamenta dell'ambientazione, e l'Età Mitica, la seconda fase (che, in pratica, sarà la nostra prima campagna) in cui prenderete il controllo diretto delle Divinità di questo mondo.

    Se questa premessa vi piace, qui potrete trovare un documento "introduttivo" (haha, certo, sono solo una decina di pagine...) che vi invito a leggere per farvi un'idea più accurata del tipo di campagna che andrete ad affrontare: https://docs.google.com/document/d/1jexLvW9JScHwYikzE6_VEZirQlKBohPb7xX4BWTeoAg/edit
    E' tanto, lo so.
    Come già anticipato nel titolo, questo è un progetto sperimentale che non ho mai fatto giocare a nessuno, e che quindi potrebbe presentare problemi, difetti ed essere soggetto a cambiamenti durante lo svolgimento della campagna. Inoltre, non è assolutamente una campagna classica, come avrete modo di leggere nel link allegato sopra.
    Se avete dei dubbi su quanto possiate apprezzare una campagna simile, nella prima pagina del documento introduttivo c'è una lista di cose che la campagna vi richiederà di fare, spetta a voi valutare se potreste apprezzarla.

    Detto questo, vista la scarsità di posti disponibili, sarò inevitabilmente costretto a fare una selezione di qualche tipo: ciò non dovrebbe comunque impedirvi di proporvi, in caso pensiate che questa sia un'idea interessante!

    • Mi piace 1
  2. Juliano Demetrios

    Una smorfia di fastidio mi si dipinge sul volto: quest'uomo non ci prende sul serio e crede di potersi permettere di temporeggiare.
    "Abbiamo l'impressione che ci siano persone, qui, che credono che i tempi siano maturi per una guerra. Una guerra che finirà con la devastazione delle Terre Rubate e con la distruzione di tutto ciò che noi e molti altri abbiamo creato." rispondo avvicinandomi al tiefling "I tuoi discorsi ci fanno pensare che tu sia una di quelle persone: ci stiamo sbagliando?" 
    Quando ho finito di parlare, mi ritrovo molto vicino all'uomo, abbastanza da potergli mettere le mani addosso se lo desiderassi. Non è questo l'intento, ma spero che questo debole tentativo di intimidazione possa almeno scuoterlo un pò. 

    Spoiler

    Intimidire +7...

     

  3. Todd Ostler, "Solo Netley"

    HA! Avete visto? Da oggi sono Todd Spaccapietra! esultò il grasso stalliere mentre mulinava la mazza con fare trionfante Per Dio, Todd, togliti da lì! gridò Netley per poi cominciare ad allontanarsi e... Trovare una confusa e rattristita Betsy. L'antipatico cocchiere, di fronte all'animale in lutto, si fece prendere da un moto di compassione e non poté fare a meno di portarla in salvo, fuori dalla Chiesa in rovina.

    Todd, nel frattempo, era già fuggito.

  4. Todd Ostler, "Solo Netley"

    Un'ormai sfiduciato Netley mira in maniera poco convinta contro un Melchior ormai imbrattato di sangue: l'orrorifica morte di Paul è solo una delle tante che lo perseguiteranno ancora a lungo.
    Todd, invece, anima santa, è troppo impegnato a cercare di penetrare la corazza del monaco sanguinario... E finalmente, dopo l'ennesimo colpo, sente un rumore che lo fa ben sperare! La pelle si è infranta di nuovo!

    Spoiler

    Netley non merita nemmeno di venire citato, mentre Todd riesce a colpire e fare danni

     

  5. Sorcery

    a442d01b56f3252e107f6551e54ba7f1.jpg

    Dominio della Magia e della Stregoneria.
    Art by Peter Mohrbacher.

    I personaggi con il Dominio della Magia possono investire Fervore per una scena e, con un'azione istantanea, negare immediatamente qualsiasi incantesimo della Bassa Magia lanciato in loro presenza. Allo stesso modo, sono in grado di bandire e distruggere qualsiasi evocazione o costrutto creati con la Bassa Magia. Tuttavia, non possono fare lo stesso contro la Teurgia o eventuali poteri arcani simili a incantesimi della Bassa Magia. Inoltre, sono immuni a qualsiasi incantesimo di Bassa Magia e alle Invocazioni della Teurgia inferiori a quelle del Trono. In ogni caso, i personaggi del Dominio della Magia hanno diritto a un Tiro Salvezza contro le Invocazioni del Trono.

    Doni Minori - 1pt.

    Adept of the Gate - Constant
    You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them. This cannot be used as a miracle.

    Adept of the Way - Constant
    You have been initiated into the Way, the second tier of theurgic mysteries. You must already be an adept of the Gate to master this.You master three invocations of the Way as part of this learning and may learn more as you find them. This cannot be used as a miracle.

    The Excellent Pause - Instant
    When you cast a theurgy invocation or low magic spell, you may Commit Effort just before it is triggered. The spell is then suspended and may be released as an action at any time thereafter, with the Committed Effort returning at the end of that scene. You may suspend more than one spell if you're willing to Commit the Effort to each, but releasing a spell requires your action for the turn.

    Perfection of Understanding - Constant
    You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you’ve seen other examples of their work.

    Metamagical master - Instant
    Each round, modify or destroy a known low magic spell of up to 20 x 20 x 20 foot size within your normal line of sight. The alteration can be elaborate, to the limit of your own creative skills, but cannot increase damage dice, allow healing to be applied en masse or increase the power of summons, but can change the element and number of targets, so long as it can target more than one person already. Each additional use in a round beyond the first requires a scene effort commit. Worthy foes can resist alteration of their spells with a spirit save. 

    The Will that Burns - Instant
    When struck while maintaining concentration, such as while casting a theurgy invocation, you may Commit Effort for the scene to maintain your concentration, prevent the loss of the spell, and inflict a 1d8 straight damage die on the foe that struck you as a mystic backlash.

    Wizard’s Wrath - Instant
    Commit Effort. Your Fray die can harm even worthy foes, those enemies of greater hit dice than you have levels. This power also affects those gifts that allow you to apply your Fray die as part of their effects, increasing the potency of such powers.

    Doni Maggiori - 2pt.

    Adept of the Throne - Constant
    You have been initiated into the Throne, the deepest degree of theurgy’s secrets. You must be an adept of the Way to master this. You master two invocations of the Throne as part of this learning and may learn more as you find them. This cannot be used as a miracle.

    God of the Lesser Paths - Action
    Commit Effort for the day. The land you designate within a ten mile radius is altered in terms of how it's low magic applies for any type of low magic you have observed in spent an hour exploring with a practitioner, changing it at your will from easy or hard to learn and use. It is always a plausible or improbable change to teach your chosen types of low magic with dominion or influence and the elemental nature and breadth (with an increase or decrease of up to 20 feet in range) of low magic can be freely altered in the area as with the metamagical master gift. 
    If applied as a gift and not used as a one-off miracle, the persistent magic counts as a feature or problem (if the area relies on low magic) for the land that though it cannot be sacrificed in the case of a lost Conflict it was involved in. Worthy foes can save vs spirit to cast a low magic spell of choice. 

    Archmage above archmage - Constant
    Your power as an archmage is indisputable. You have an intuitive awareness of all publicly known low magic, mages, theurgy and eldritch in communities you rule or administer, and can share magical secrets and knowledge freely with any magic users who you have shared names with within your lands, and freely talk to them (though they cannot talk back, except to share magical secrets and knowledge). 
    You gain an extra free point of Dominion every month, though you can only spend these points on the creation or modification of magical spells, items and traditions. This Dominion cannot be spent on the creation of artifacts. Newly created Godbound do not begin  the game with any points.

  6. Slaughter

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    Dominio dell'Omicidio.
    Art by saeed farhangian

    I personaggi con il Dominio dell'Omicidio possono, con una azione, assassinare instantaneamene qualsiasi nemico minore che non si aspetti di venire attaccato dal personaggio. Le vittime di un Dio dell'Omicidio non possono essere resuscitate senza il permesso dell'assassino e il loro omicidio non è riconducibile in alcun modo (se non con l'utilizzo di Doni) all'omicida, a meno che un nemico maggiore non assista all'atto.

    Doni Minori - 1pt.

    A Knife in the Dark - Constant
    Everything is a weapon in your hands. Anything you use to harm another counts as a 1d10 magical weapon with a maximum range of 200 feet. If you attack a surprised target, the attack automatically hits for maximum damage. Any enemy surprised as such takes one damage per round from lingering wounds or poison from the next round until they receive divine healing, or until they use a divine miracle to purge it.

    A Trustworthy Face - Action
    Commit Effort for the scene and choose a particular social or professional role or the identity of a lesser foe. Lesser foes automatically assume you belong to that role or are that lesser foe, despite all evidence to the contrary. Worthy foes get a saving throw versus Spirit to see through the imposture if you draw their attention. The imposture lasts until you end it.

    Festering Rage - Action
    Commit Effort for the scene and target a visible creature, impressing on it a sudden and overwhelming urge to kill a chosen target whom they do not love or have profound loyalty to. If trusted by the target, they can make a single auto hitting 1d10 attack using any weapon once. Targets with no genuine reason to hate the target can make a saving throw to throw off the gift after a day. Targets will take the best available chance to murder the victim while the urge holds, regardless of their own personal safety or consequences. Worthy foes get a Spirit save to resist this compulsion.

    Hand Full of Venom - Instant
    Commit Effort. The next time this scene you touch, hit, or prepare food for a target, you may poison it with a toxin of your choice. The details of the effects can be anything you wish and be as slow or as rapid as you desire, but the poison must always eventually result in the target's death. Lesser foes cannot resist this poison, while worthy foes can make a Hardiness save to avoid the effect. This gift can only be used on a worthy foe once per scene. 

    Murderer's Eyes - Action
    You study a murder victim, immediately gaining a full and contextual understanding of how, why, and by whom the creature was murdered. Optionally, study a visible creature and learn whether or not they were personally involved in murderous violence against a particular target you have in mind, gaining a brief vision of how the event played out.

    Never Unprepared - Constant
    You have an invulnerable defense against poisons. Whenever anyone attempts to ambush or surprise you, you are not only unsurprised, but get an immediate bonus round of action before initiative is rolled.

    Deathly pursuit - Action
    Commit effort. Pick a target in sight. You have a constant awareness of where this chosen target is, and can teleport to them stealthily if they are within ten miles.

    Doni Maggiori - 2pt.

    Judas Kiss - Constant
    Whenever you attack someone who trusted you, as shown by consensual and not coerced sharing a meal with them where you can both touch shared food, or doing some other similar act of trust, you do straight damage. Against a foe who trusts you intimately, as shown by acts like letting you prepare their food in private or letting you into their private bed chambers, you can instantly slay them. If they do an act of distrust during the act, such as having a poison tester taste their food, or chaining you up so you can’t move, the gift does not work, and they must trust your current physical appearance throughout the act of trust. You need to attack them while they trust you to gain the benefit of straight damage or death. Only an invulnerable defence against emotional damage can stop this death. 

    Never Will Be Missed - Constant
    The godbound killing people is no longer considered criminal or intrinsically unacceptable by society, regardless of the circumstances of their death. NPCs with deep emotional ties or a powerful sense of duty to the target will still defend their life, but others will not involve themselves without major new incentives. In addition, by committing effort for the day you can designate someone as generally killable. Anyone with a grudge against them will know that they can be murdered, and lesser foes will feel a powerful urge to slay the individual, and an innate knowledge of their location. Worthy foes can save vs spirit to realize the strangeness of this gift.

    Perfect Alibi - Instant
    Commit Effort for the day when you or a party member kill someone. The act has an invulnerable defence against any form of science or magic or divine gift revealing the culprit, and you can control what these powers reveal to those who use them to investigate the matter. Lesser foes will be completely unable to identify you or your party members as the culprit, even if they saw you do it or hear you confess outright. The only exception to this invulnerable defence are gifts from the Word of Slaughter itself, which can still reveal the truth.

    Killing Floor - Action
    Commit effort for the day to make a location with substantial emotional importance to someone yours. Someone staying at a location for at least a month makes it emotionally important. At any later time of your choosing when the target is inside their location you can as an instant action gain control over all doors in the area, have a constant awareness of where the target is, limit their speed to 30 feet per round even with teleports, cause all saving throws to be rolled twice and the worst taken, and can as an instant action with scene effort dispel any invulnerable defences. This gift can apply to frequently roamed forests, caves, or other locations and cannot be used as a miracle. 

  7. Drugs

    Dionysus Dionysian God Greek - Free image on Pixabay

    Dominio degli Stupefacenti.

    I personaggi con il Dominio degli Stupefacenti aumentano il loro valore di Costituzione a 16, o a 18, se già pari o superiore a 16. Sono immuni ai veleni e non sono mai a corto di droghe non magiche. Queste sostanze sono abbastanza potenti da influenzare anche costrutti e non-morti e solo chi è esplicitamente invulnerabile ai veleni è immune a queste.

    Doni Minori - 1pt.

    Bad Batch - Action
    The Godbound can change the nature of any visible edible or consumable substance, giving it the properties of a drug of their choice, or influence the edible or consumable substances inside lesser foes. Users will not overdose unless the Godbound permits it; if used to create a toxin, the user must save versus Hardiness or die. If used to affect substances inside an existing person, it will take a scene to disable and kill them, though other effects can be quicker. If the Godbound Commits Effort for the day, the enchanted substance can be keyed to affect only specific people or classes of targets. This effect does not give any clear control over the content and emotional reactions people have to gifts.

    Chemical Influence - On Turn
    Commit Effort for the scene and target a visible creature. The creature is immediately overwhelmed by an emotion or drug related effect of your choice, acting to the limits of its own character to express that emotion or drug effect. You can focus the emotion on a chosen person or simple idea. The emotion lasts to the end of the scene, and worthy foes can save versus Hardiness to be mostly unaffected, though even a successful save forces them to Commit Effort for the day to resist the chemical urge. A save renders the target immune to further uses of this power in a scene.

    Feeling All Right - Constant
    The Godbound gains an invulnerable immunity to magical mental influence or mind-reading. If targeted by such a power, they may Commit Effort for the scene as an Instant action to use an Intoxication gift or miracle on their assailant as if they were a visible target, paying no extra effort for committing effort or scene effort, but committing effort for the day if the power requires that.

    Pass It Around - Action
    Commit Effort. A visible target is affected as if they'd taken a drug of the Godbound's choice. The Godbound can control whatever hallucinations or emotions the drug may induce at will. If used to apply a toxic dose, the power inflicts two points of damage per PC level. Worthy foes may save versus Hardiness to resist this power, and each additional poisoning attempt costs an effort for the scene.

    Seeing Things - On Turn
    Commit Effort. The Godbound controls all hallucinations currently occurring within two hundred feet. They may make these hallucinations objectively real for those experiencing them; illusionary stairs support their weight, imagined knives they hold cut things, and phantom pits swallow them up. Targets affected by harmful hallucinations can save versus Hardiness to avoid suffering damage each round; failure means they take one point of damage per two levels of the PC, rounded up. Mobs suffer triple damage. At the gift's end, any targets in impossible locations are safely moved to the nearest real place.

    The Craving Call - Action
    The Godbound can visibly see drug addictions with an action's worth of inspection. The Godbound may extinguish physical and psychological drug addictions in any number of targets within sight. If they Commit Effort for the scene, they may also induce addictions in targets up to a Small Mob in size; worthy foes may save versus Hardiness to resist. Addictions caused by a Godbound can be allowed to follow their usual course or be made to be physically harmless to the target, thus allowing them to aggressively overindulge indefinitely.

    The First One is Free - Constant
    When using drugs in a consensual setting on any foe, the first use of drug, to do damage or to inflict some status effect, is not detectable by any means as drug related- the user will simply rationalize any damage or effects as from some other source, and any inquiry will detect no drugs in their body. This makes any negative effects more subtle, even saving throws and effort committed not revealing the source of the trauma, and a skilled argument might convince a foe to keep taking drugs. Any use of drugs can count as a 1d10 magical weapon attack per round, or a weak blight per one round of drug use, a medium blight for two rounds, or a strong blight for three rounds. 

    Doni Maggiori - 2pt.

    Inside You - Action
    Commit Effort for the day to instantly emerge from any creature under the influence of drugs, addictions, or Drugs gifts supplied by you, regardless of their distance. Optionally, you may share such a target's senses without needing to Commit the Effort by concentrating for an action, communicating with them as you wish.

    Legalization - Constant
    Drugs, poisons, or otherwise illicit substances of any kind are never viewed as illegal or reprehensible when possessed or used by the Godbound or their personally-chosen representatives, up to five such per character level. Despite being directly confronted with them, agents of the law will simply not think to consider them a violation. Even poisonings, public intoxication, or hostile drug use against a subject aren't considered illegal or socially improper. Worthy foes can save versus Spirit to see through this confusion, even if others cannot, but must be directly present, or using divine gifts of inquiry- evidence and proof of poison will magically disappear.

    Pusher's Deal - On Turn
    Commit Effort for the scene to sanctify a deal made in exchange for drugs. The target may not be magically coerced into making this bargain, but can be threatened or otherwise presented with unpleasant consequences. Once the deal is made, the target must comply, though the Godbound is not likewise bound to their promises. If the target breaks the deal, the Godbound is instantly made aware of it. For a year and a day, the victim no longer gets a save against the Godbound's powers and can never avoid their attacks. Lesser foes who break a deal may be killed instantly from any distance during this period, if the Godbound wishes.

    My Chemical Romance - Instant
    Your drugs push yourself or one ally who is currently at the limits of their ability, giving them an invulnerable defence against all forms of harm till the end of the round. This ability can only be used once per scene.

  8. Plenty

    ArtStation - Plutus, The God Of Wealth

    Dominio della Ricchezza.
    Art by Plutus Su.

    I personaggi con il Dominio della Ricchezza non sono mai a corto di denaro e possono acquistare qualsiasi cosa sia acquistabile con punto Ricchezza. Hanno sempre cibo, bevande e vesti a sufficienza per loro ed i propri compagni, creandoli anche dal nulla se necessario. Possono instantaneamente individuare il valore di un oggetto e il valore che altre persone danno ad esso.

    Doni Minori - 1pt.

    The Craft to Make - Action
    Commit Effort. You can create or duplicate any mundane object you’ve seen before in one round, provided it’s no larger than a wagon. The object is permanent. Animals produced are docile and provide sustenance if eaten. If the effort remains committed for the day the object becomes permanent.

    Debts to be paid - Action
    Commit effort. An individual's non-magical possessions, including armor, clothes, and worn items are sold off, with the wealth going to the user. Ridden animals, like horses, become disloyal and rowdy as they no longer feel owned.Weapons remain in hand, as do powerful magical items, and worthy foes can save vs reflex to resist this power.
     

    Spread the wealth - Action
    Commit effort. All NPCs within eyeshot are bribed with enough wealth and goods to secure their cooperation with your actions, to the limit of their personality, up to a maximum of your level in wealth per round. Very wealthy individuals and worthy foes can save vs spirit to resist this power, or ignore it if the wealth is insufficient. After withdrawing this power the individuals will remain bribed, unless a serious emotional truth or a better offer comes along to change their mind.
     

    Privilege of Affluence - Constant
    Your natural armor class is 3. You will never be the first to be targeted by a foe without specific anger towards you, so long as there is another target within sight, and most will prefer to imprison you for your wealth. Armor or shields don't benefit this base AC. 

    Prosperity's Abundance - Action
    Spend the Wealth necessary to purchase a generally-available object or service, including magical ones with a minimum of 1 point, and have it appear instantly. Services are performed by unseen hands to a good quality of work, taking as long as it would take to execute the work normally. Only "real" Wealth can power this gift, not Wealth created by magic or gifts.

    Sustain the Multitude - On Turn
    Commit Effort and bless a faction with a Power score no larger than 2, affecting a city at most. The faction gains the Feature "We always have enough to survive", providing them with sufficient supplies of food, clothing, and other needs regardless of the bleakness of their surroundings or recent losses. This Feature can be used to defend during relevant conflicts, but it cannot be sacrificed on a loss, and lasts as long as the Godbound keeps their Effort Committed.

    Wither the Purse - Action
    Commit Effort for the scene and target a victim in sight. Their finances suffer immediate and drastic loss, whether from thieves, arson, misfortune, or bad trade. They lose one Wealth point worth of possessions per level of the Godbound. Worthy foes can make a Spirit save to resist. Those who steward others’ money or have far-flung possessions lose only their own personal funds or those in the immediate area. If used against someone who directly controls a faction's wealth or facilities, their faction loses the benefit of one economically-related Feature the victim oversees for the next faction turn.

    Doni Maggiori - 2pt.

    Everlasting bargain - Action
    Commit Effort for the day and give an offer of some wealth or goods for actions of your choice. If directed at a group, all lesser foes up to a Vast Mob in number will stop to consider the deal and negotiate, unless attacked or hurt by the godbound or their allies. This delay can last up to a scene, and if they agree it is fair, they will honor the deal and carry it out so long as you can meet their demands. If directed at a single target anything can be demanded of the target, so long as the reward is great enough (+2 their current wealth level for the most extreme requests, and they will always accept any offer that is not suicidal or self harming and follow it so long as the reward is given. Worthy foes get a Spirit saving throw to resist the control, though many will think twice before rejecting a bargain where they offer a pittance for a mountain of gold.

    The Golden God's Hand - Action
    Commit Effort and curse or bless a faction or community with a Power score no larger than half your level, rounded up. You may either grant them a beneficial Feature having to do with prosperity or wealth, or you may suppress an existing Feature they have that relies on money or large amounts of resources. Granted Features can defend, but cannot be sacrifice on a loss. Empyrean Wards do not hinder this effect unless the entire area being cursed or blessed is protected by the ward. The curse or blessing manifests very rapidly in the course of a day, and lasts for as long as the Effort remains Committed. This gift refunds sustain the multitude.

    Master Merchant - Constant
    You gain an awareness of all the trade dealings within your realm, and can communicate to any merchants under your domain and instantly receive any goods they acquired, and an instant awareness of any actions to defraud or steal from you. Once a month, you receive 2 times your faction’s power score in real wealth to use. If a thief attempts to steal a major object of value from you, like this wealth or an artifact, you can take one instant action before theirs, wherever they are, unless they are word bound to a stealth word like deception or night or thievery. 

    Monarch of Monopoly - Action 
    Spend one effort for the day. Objects of a sort in the region chosen by the Godbound have their Wealth cost increased by one half the Godbound's level (round up). This can be as broad as, "Military weapons," "Transport to and from a location," or, "Food." The Godbound is able to produce the goods and sell them at the new rate if anybody is capable of purchasing them. This Gift may be used to create a Faction Problem for any faction in the region related to gathering resources or to remove a Faction's Feature related to said resource if they are unable to pay for it. This can be maintained with 1 influence indefinitely.

  9. Time

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    Dominio del Tempo.

    I personaggi con il Dominio del Tempo sanno sempre l'ora e la data attuale, e sono immuni a qualsiasi utilizzo di questo Dominio. Posso aumentare il proprio valore di Saggezza 16, o a 18, in caso sia già pari o superiore a 16.

    Doni Minori - 1pt.

    Echoes of the Past - Action
    Commit Effort for the scene. Choose a particular time or known event in the past that occurred at this location and witness it as if you were present.

    Immediate Foresight - Constant
    You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC. Look Forward Action Commit Effort for the day. Ask a question about a situation’s future outcome or the future actions of a person you’ve seen before. The GM gives a one-sentence answer regarding the most probable outcome or actions that seems likely to them.

    Prophetic Insight - On Turn
    Commit Effort for the day. Make a prophecy about a particular event involving a person present. It will come to pass if it is not completely improbable. If it directly involves an unwilling worthy foe, they can make a Spirit save to disrupt the effect. Events that immediately involve more than a hundred people cannot be so ordained, nor can a person’s inevitable death or great ruin be foretold unless they count as a lesser foe. Even then, they are allowed a Spirit saving throw.

    Reflex of Regret - On Turn
    Commit Effort for the scene. Replay your action for that round as if your actions had never occurred. You can use this gift only once per round, and you can’t use it if you’re dead or incapacitated.

    Withering Hour - On Turn
    Commit Effort. Your weapon, glance, or unarmed blows are treated as magic weapons doing 1d10 damage out to a 200 foot range. Those injured by this effect grow older or more decayed, even immortals fraying. Instead of killing a victim with this, you can age them arbitrarily.

    Doni Maggiori - 2pt.

    A Hand on the Balance - Action
    Commit Effort for the day, choose a single visible creature or object, and define a particular outcome or event involving that target, however broad or narrow it may be. If that outcome or event is ever about to occur, you become instantly aware of it and can take one action as if you were standing next to the target. You can attack the target, manipulate an object, use a gift, invoke a miracle, or do anything else you can do in one action, affecting the target and anyone else present, though you are not actually there and cannot be perceived or affected. This power can affect a given target only once per day, and you can't have multiple applications of the gift on a single target.

    Sundered Moment - On Turn
    Commit Effort for the scene. Perform your action for the round, then reset time to its beginning and perform another round’s action. Choose your preferred round; its outcomes become real while the other ceases to exist, even if you perished in it. You remember both rounds, however. Using this gift more than once per scene increases the Effort cost to a day-long Commitment.

    Reweave Time - Action
    Commit Effort for the day and choose an event in the area which has taken place in the last hour. You may reweave the past to produce a different outcome to the event, provided the outcome you ordain is possible. Such reweaving cannot kill or resurrect creatures, cannot restore Committed Effort, and must be restricted to an event of no more than 15 minutes duration. A hostile worthy foe involved in the events may make a Spirit saving throw to foil the reweaving.

  10. Blade

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    Dominio della Lama.
    Art by Aleksandra Skiba.

    I personaggi con il Dominio della Lama considerano tutti i loro attacchi (armati e disarmati) come magici e fanno sempre 1d10+1 danni, non possono venire mai disarmati, possono evocare qualsiasi arma bianca che abbiano mai usato come azione istantanea e i loro attacchi da mischia non feriranno mai il bersaglio se così desiderano.

    Doni Minori - 1pt.

    Contempt of Distance - Constant
    Your movement action can take you to any point in 60 feet, provided there’s a target to hit at the end of the move, and no barriers that cannot be smashed through. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. 
    Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below. If an enemy flees, you can commit effort for the scene to remain with them for the round, no matter how far they go or teleport as an instant action to their current location. 

    Nine Iron Walls - Instant
    Commit Effort for the scene. You have an invincible defense against all physical attacks until the start of your next round. This defense does not apply to environmental hazards, spells, or other non-attack forms of harm. As with all Instants, this can be used even after an assailant has rolled a successful hit.

    Through a Red Forest - Constant
    You always hit lesser foes with your melee attacks. No attack roll is necessary, but this benefit applies only to actual melee weapon or unarmed attacks, and not to other effects that involve hitting a foe to inflict a hostile effect. Against the melee attacks of lesser foes, you also gain 1 point of damage resistance.

    Beautiful crossed blades - On Turn
    Commit effort. All foes within your movement range become compelled to take you on in melee combat, with them tossing down or you destroying any ranged weapons they held. If they choose to take any action other than attacking you in melee combat or moving to attack you are allowed one free attack roll against them, at a limit of once per enemy per round. A worthy foe may roll a Spirit save to negate the compelling effect, but not the retaliation, and once they save they are immune to the compelling effect for the rest of the scene.

    Blades of Blossoming Scarlet - Action.
    Commit effort. You may roll a single armed or unarmed melee attack roll to deal damage to all foes in front of you within your movement action, cutting a bloody gash  into all enemies that face you.

    Unerring Blade - Instant
    Commit Effort to the scene’s end. Your current or next melee attack hits on anything but a natural roll of 1 and does maximum damage. This strike can penetrate any protection short of an invincible defense against the weapon being used.

    Doni Maggiori - 2pt.

    The Red Hand of God - Action
    Commit Effort. You can launch a melee attack against all foes in range, dealing 1d10+attribute modifier+level of damage. This gift damages every enemy you could melee attack as a single turn's action, which includes any movement required to complete the attack (30 feet normally). This damage roll deals straight damage against mobs and normal damage to any singular foes caught in the area of effect. A foe can choose to stand in your way and not dodge any attacks, and if they survive, can prevent your attack going past them. You may pick any attribute modifier for the damage roll, provided you can explain how it is relevant to the attack. If you have multiple attacks this counts as an action, preventing you from doing multiple attacks. Buying this gift refunds Blades of Blossoming Scarlet.

    The Path Through War - On Turn
    Commit Effort. So long as you don’t make an attack roll or cast a hostile effect, you have an invincible defense against all weapon or unarmed attacks. You can still use your Fray die while under this effect. This defense is not applicable to environmental, spell, or magical effect damage. You also gain a sense of where the fighting is most intense and where the most powerful foes are in a battle. Once this gift is dropped or ended, it cannot be reactivated during that same scene.

    Shattering Hand - On Turn
    Commit Effort. Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as five feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.

    Unburdening the Flesh of Lesser Gods - On Turn
    Commit Effort for the day. For the remainder of the scene, while in your presence, foes must commit one additional point of Effort per four levels of the hero when using any power, gift, or miracle which could negate attacks, provide an invincible defense, or otherwise escape harm versus the user.

  11. Sun

    45950f93d894e5486bc6272f54ac9bb9.jpg

    Dominio del Sole e della Luce.
    Art by Jonny.

    I personaggi con il Dominio del Sole possono emanare luce nel raggio di massimo 60 metri, non possono venire accecati e vedono nell'oscurità e nebbia, inoltre sono immuni al calore e al fuoco. La loro visione può può penetrare persino bendaggi e sopravvivere alla rimozione degli occhi.

    Doni Minori - 1pt.

    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.

    Doni Maggiori - 2pt.

    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.

  12. Heaven

    Zeus by matty17art on DeviantArt

    Dominio del Cielo.
    Art by matty17art.

    I personaggi con il Dominio del Cielo non vengono mai danneggiati dalle cadute, non hanno bisogno di respirare e sono invulnerabili a freddo, fulmini e suoni frastornanti. I loro alleati non sono mai danneggiati dai suoi fulmini e attacchi, a meno che non lo voglia.

    Doni Minori - 1pt.

    The Clouds Below - On Turn
    Commit Effort. Fill the air around you with mist, up a 300 foot radius. You and your allies can see through it, but others with normal senses can see no further than five feet around them. The clouds can douse any mundane fire and allow every ally within it to ignore the first 5 points of fire damage they take each round.

    Eyes Above - Action
    Gain a bird’s-eye view of a mile around you, gazing swiftly enough to immediately spot particular individuals or things you might be looking for. You can focus on individual locations within that mile, observing everything going on but unable to overhear ordinary speech. The sight cannot penetrate roofs or other cover.

    Rain of Lightning - Action
    Choose a point within sight; every desired target within 50 feet suffers 1 damage per level, 3 for mobs so long as they remain within that area. If they immediately move out of the area they can avoid damage. Only one rain of lightning can be placed upon an area at a time. 

    Sapphire Wings - On Turn
    Commit Effort. The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight line, they can reach speeds of up to 100 miles an hour.

    Stormsword - On Turn
    Commit Effort. Wield electricity as a ranged weapon out to 200 feet, or sheath your weapon in lightning. Damage done is a minimum of 1d10 and counts as a magical weapon. Attacks against wet or metal-armored foes always do at least 1 point of damage, even on a miss.

    Windsinger - Action
    Commit Effort. Control weather within a mile, from still air to rainstorms strong enough to knock down fragile structures and make mundane archery impossible, Weather changes occur instantly on use of this gift and last as long as Effort remains committed. When released, the weather rapidly returns to its normal condition.

    Skymaster - On turn.
    Commit effort. You can create, modify, or destroy the atmosphere in a 20 foot cube. This can be used to pick up companions or hurt enemies once per round. If used to move targets they are moved away 30 feet per round, unless they succeed on a hardiness save, and worthy foes require an additional effort to be committed for the scene to affect them. If used to do damage, your action must be used, and susceptible enemies in a 20 foot cube take 1d10 damage per round. When travelling, captured friends or foes can move with you at your travel speed.

    Doni Maggiori - 2pt.

    Boreal Spike - (Smite) Action
    Commit Effort for the scene. For the rest of the scene, you can bring down the icy chill of the heavens on a point within sight. Every chosen target within 200 feet is frozen for a number of points of damage equal to your level. Against Mobs, the spike does 1d10 damage straight for every two character levels of the hero, rounded up. Liquids in range are frozen solid up to 200 feet deep and all normal fires are extinguished, and buildings less sturdy than a stone building are shattered.

    Voice of the Winds - Action
    You may focus on a specific point within ten miles to hear everything happening there unless it’s sealed from outside air. You can speak to that point and be heard there alone. Your fray attacks hit all lesser foes within 100 feet, and can hit worthy foes as well if you spend an action shouting.

    Father of Heaven - Constant.
    Your mastery of the weather is unshakeable. You have an intuitive awareness of all weather, weather related opinions, and weather organisations in areas you control, and can freely alter the weather to any weather normal to the area. You gain an extra free point of Dominion every month, though you can only spend these points in places heavily impacted by your weather. New Godbound don't start the game with any stockpile of points, however.

    Airmaster - Action
    By focusing, you can order up to a vast mob of aerial foes to obey any command. You can also command a worthy aerial foe, but they can resist by saving vs spirit. You can also use your action to steal any flight ability from up to a vast mob or a single worthy foe, and regift it to yourself or an ally, by committing effort for the scene. This can only be used once per scene on a worthy foe. Use of this flight theft for a round then returns it to the user, and only one flight gift can be granted to a target.

  13. Metamorphosis

    Art of James Bousema — LOKI AND HIS CHILDREN The shape-shifting god of...

    Dominio del Mutamento.
    Art by James Bousema.

    I personaggi con il Dominio del Mutamento sono immuni a qualsiasi effetto capace di cambiare la loro forma, incluse mutiliazioni, tatuaggi o marchi. Una volta al giorno possono guarire le loro ferite, recuperando un numero di punti ferita pari al proprio Livello.

    Doni Minori - 1pt.

    Knack of the Borrowed Shape - Instant
    When you adopt the shape of a creature, you may also adopt its special abilities. You can obtain a medusa's stony gaze, a dragon's flaming breath, or some other magical gift. Old-school bestiaries offer ideas for forms, but the specifics of allowed powers are at the GM's discretion. Each power you adopt requires you to Commit Effort; when you leave the shape, this Effort returns at the end of the scene. Lesser gifts may be used from creatures you command or defeat, at the dm’s discretion, though these can only be changed once per day, and require effort to be committed for the day.

    Tentacled abomination - On turn
    Commit effort. You can freely summon tentacles or tendrils of flesh, which allow you to move at 60 feet per round, and extend the range of your attacks to 200 feet. 

    Lick Your Wounds - Action
    You merge torn flesh and broken bones in your own form, becoming briefly molten with vital force. Commit Effort for the day to heal 1d6 hit points per three levels, rounded up. Until the start of your next turn, you're immune to physical weapons or harm from objects.

    Ten Thousand Skins - Action
    You may transform into any creature or object no smaller than a mouse nor larger than a moose. You retain your own attributes, hit points, and combat bonuses in this form, but may use whatever movement types are natural to your new shape. You may communicate with beasts of your assumed kind when wearing their shape. If you Commit Effort for the scene, you can use this gift as an On Turn action. This gift allows you to perfectly replicate any individual you have met in terms of appearance or voice.

    The Claws That Catch - On Turn
    You may manifest claws or other body weaponry in whatever form you take, including human guises. These inflict 1d10 damage and count as magical weapons. You may also Commit Effort for the scene to produce a venom that will kill or incapacitate a lesser foe who fails a Hardiness save, with the venom applied to every physical attack you make that scene. Against Mobs of lesser foes, this venom makes your attack do maximum damage in place of that effect.

    Banner of the Alpha - On Turn
    Commit Effort. You and allies within your general area gain a Morale of 11 and an invincible defense against physical transformation by anyone but you. Allied NPCs are transformed into partial were-humans hybrids of your choice, and gain +1 hit die and +1 to hit. Those in sight of you have an instinctive awareness that you are their alpha, and will seek to obey you.

    Doni Maggiori - 2pt.

    Deceitful Faces - Constant
    With impersonations, you instinctively know languages and what to do to maintain the facade, even if you have no possible way of knowing the right answers or actions. Whenever you want to accomplish something, you know the "in-character" way the original would do it, and if you have touched the target, know everything the target would have known, though recalling memories is no faster than it would be for the original target. Worthy foes you impersonate can make a Spirit save to block this gift, blocking any access to their memories.

    Forging of Sinew and Bone - Action
    Commit Effort for the day. You may alter a visible target's physical form into any shape you yourself are able to adopt. Subjects transformed into beasts use the rules given on page 160. Worthy foes may make a Hardiness saving throw to resist this change. This gift cannot heal a target or repair organs or limbs that have been mutilated; the injury will appear in the new form as well. This transformation is permanent unless the Godbound releases it or it is dispelled.

    The Greatness Within - Constant
    The shapeshifter's natural transformational abilities are augmented, allowing their transformation gifts such as Ten Thousand Skins to adopt extremely large forms, as big as a dragon, a modest house, or a small sailing ship, or extremely small, like an ant or a fly. A mortal transformed into a very large shape, one no smaller than an elephant, is given 3 hit dice if their native hit dice aren't already superior to that.

    Mass Polymorph - Action
    Commit Effort for the scene. You can transform followers, summoning followers from afar if necessary. A single greater follower of hit dice no more than 3 times your level rounded up is called, or one medium Mob of  2HD followers is created for each three levels you have, rounded up. The creatures can have one creature ability of your choice, like regeneration, poisonous claws, or dragon breath.The creatures are loyal, but are sent back wherever they came or transform back when this gift ends. Summoned entities or Mobs can be preserved indefinitely for 2 Dominion point each.

  14. Sea

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    Dominio del Mare e delle Acque.
    Art by Forrest Mckinley.

    I personaggi con il Dominio del Mare sono invulnerabili al freddo, possono respirare sott'acqua, nuotare al doppio della loro velocità e vedere perfettamente sott'acqua a prescindere dall'illuminazione o la pulizia dell'acqua. Possono garantire questi doni ai loro alleati, eccetto la resistenza al freddo.

    Doni Minori - 1pt.

    Body of Water - Constant
    Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.

    Crushing Depths - Action
    Commit Effort for the scene. Destroy any non-magical object you’re touching, up to 20 x 20 x 20 feet in size, as it erodes or is compressed into splinters. Living creatures require a normal weapon or unarmed attack to hit and are not automatically destroyed, though the damage die is treated as if it rolled the maximum possible.

    Living Torrent - On Turn
    Commit Effort. Spout a torrent of water at dangerous levels of pressure. The water can be used as a ranged weapon out to 100 feet, doing 1d10 damage and counting as a magical weapon. It will destroy one foot of earthen or wooden barriers in one round. The water can be allowed to remain after using this power, or allowed to vanish as the wielder wills.

    Lord of the Waters - On Turn
    Commit Effort. While in effect, you can transform into any non-magical sea creature larger than a shrimp and smaller than a kraken. You can speak to and command all natural sea life, sense every living creature under or on the water within a mile, and summon such life to your presence as needed. Intelligent creatures need not obey your summons or commands if they do not wish to do so. Ships or fleets in your company are impervious to storms and reefs.

    Secrets of the Deep - On Turn
    Commit Effort. You sense the exact position of all flowing liquids within 200 feet, including the blood in living veins. By touching a body of water and seeking a particular thing or type of object, you become aware of every place where such a thing is sunken, floating or wave-lapped within ten miles.

    Walking With the Tide - Action
    Commit Effort for the scene. Enter a body of water large enough to submerge you and emerge from any like body of water within a mile, exiting at the nearest suitable pool to your desired location. If the bodies of water are connected by waters wide enough to admit a creature of your size, the range increases to a hundred miles.

    Doni Maggiori - 2pt.

    River Tamer - Action
    Commit Effort. Amounts of water no larger than a small river can be redirected, made to flow into the air or move in otherwise impossible fashion. The water may sweep away buildings or creatures depending on the amounts involved, and is sufficient to speed a ship at sea at ten times its usual pace. The flow continues as long as effort remains committed, and can be controlled up to 1,000 feet away from the hero as an action. The hero and their allies are never unwillingly moved or harmed by this water.

    Salt-Spray Purity - Action
    Commit Effort for the scene. Dispel or automatically resist any single magical effect targeted at you or an ally. For the duration of the scene, that effect or gift cannot affect the subject you defended, even if it is applied again. Optionally, instead of this effect, you may suppress any other Godbound gift for one round as if by a successful miracle.

    Tsunami Hand - (Smite) Action
    Commit Effort for the scene. You strike a blow which becomes a crashing wave, rushing up to 200 feet in width, 30 feet in height and 100 feet in length before it drains away. Small buildings and fragile structures are destroyed, and creatures take your level in points of damage, tripled for Mobs. The wave can be cast in a smaller area if desired, does not harm targets you wish preserved, and vanishes after it breaks so as not to leave the area inundated.

  15. Passion

    Gold God

    Dominio della Passione.
    Art by AkiiRaii.

    I personaggi con il Dominio della Passione possono aumentare il proprio valore di Carisma Saggezza a 16, o a 18, in caso sia già pari o superiore a 16.

    Doni Minori - 1pt.

    Banner of Passion - Action
    Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful emotion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed.

    Fashioning a Friend - Action
    Commit Effort for the scene to beguile a visible creature, inspiring it to feelings of friendship and cooperativeness towards you. It will not question these feelings, however irrational, and they will persist until you obviously betray it or do it blatant harm. Lesser foes have no resistance against this power, while worthy foes can save versus Spirit to avoid the enchantment.

    Follow the Threads - Action
    You may study a target for one action to identify the half-dozen people most emotionally significant to them, learning their appearance, the name the target knows them as, and a few words of description of the bond between them. Lesser foes cannot resist this, while worthy foes can save versus Spirit to maintain their secrets.

    Heart of the Lion - Constant
    You have an invincible defense against fear and all unwanted emotion-affecting effects. You may Commit Effort for the scene as an Instant action to share this immunity with all allies within 100 yards.

    Snuff the Heart's Candle - Action
    Instantly quell an emotion in a visible target. You can extinguish a particular emotion entirely, such as fear, loyalty or love, or you can selectively snuff it towards particular people or activities. The target is unable to feel that emotion toward the selected subjects until you release them from the effect. Lesser foes are automatically affected, while worthy foes can save versus Spirit to resist the stilling.

    Terrifying Mien - Action
    Commit Effort to the end of the scene. All NPC foes who can see or hear you, must instantly make a Morale check. Lesser foes roll this at a -2 penalty. Foes that fail this check will usually flee in terror, albeit those without a means of escape might surrender on the spot. This gift can be used against a foe only once per scene, and PCs are immune.

    Doni Maggiori - 2pt.

    A Heart like Clay - Action
    Commit Effort for the scene to completely control a subject's emotions, dictating all they feel and their emotional attitudes toward any persons or subjects of your choice. Lesser foes are utterly helpless against this shaping and can be driven to wholly uncharacteristic extremes by it. Worthy foes can only be molded within the limits of their own usual emotional range and can save versus Spirit to resist the shaping. The emotions persist despite all adversities until the Godbound releases the subject.

    Infectious Passion - Action
    Commit Effort for the scene to plant a seed of a particular emotional attitude toward a chosen person or topic in a visible target. If that target is affected, they become infectious, spreading that same attitude toward their friends and associates over the course of a single contact. The infection can spread five or six degrees before it loses its magical potency, usually enough to completely overwhelm a village, court, or neighborhood. Lesser foes get no saving throw, but worthy enemies can save versus Spirit to resist. It lasts until the Godbound releases the victims or the emotion becomes blatantly inappropriate.

    A Song Buried Deep - Action
    Commit Effort for the day and choose a phrase, passage of music, image, or person in your presence. At a time or context of your choosing, the sight or experience of that subject unleashes the effects of a Banner of Passion on all present. You can define the context as precisely as you wish and choose the Banner's effects and focus beforehand. The maximum range of this effect is one mile per level of the Godbound. Note that the effects apply to any matching phrase, music, or image; if the Godbound uses this power on a nation's battle flag and bids it trigger for friendly soldiers when facing combat, every allied military unit within miles will be affected provided they've got a matching battle flag. If the Godbound imbues a traditional greeting with the passion, then every person who hears the greeting will be affected.

  16. Darkness

    e4547e729b7d6e70ae49c97626b30091.jpg

    Dominio dell'Oscurità e della Notte.
    Art by Kevin Macio.

    I personaggi con il Dominio dell'Oscurità possono vedere perfettamente nell'oscurità e possono conferire questo dono ai propri alleati. Inoltre, possono emanare oscurità dal proprio corpo fino a coprire un'area di 60 metri, che soffoca le fonti di luce normali e le estingue in un turno. Inoltre, il personaggio può estinguere qualsiasi fonte di luce entro 60 metri con un'azione, senza dover emanare oscurità. Infine, il personaggio non ha bisogno di dormire e qualsiasi cosa faccia non può disturbare il sonno delle creature nelle vicinanze, a meno che non lo desideri.

    Doni Minori - 1pt.

    Blade of Night - On Turn
    Commit Effort. You may lash out at those within 200 feet with knives of shadow that inflict exhaustion, even to that which does not sleep. These knives deal 1d10 damage.Lesser foes struck by this attack cannot sleep and will die in 1d6 months as they slowly degenerate into madness, baring magical healing. The first round of attacks from this is imperceptible to onlookers and the victim.

    Trapped by the night - On turn
    Commit effort for the scene. For the rest of the scene, each round, create, modify, or destroy darkness of up to 20 x 20 x 20 foot size within your normal line of sight. The structure can be elaborate, to the limit of your own creative skills. See page 27 for rules on trapping victims in walls or zones. You can impose status effects like blindness or eternal sleep or calm on those areas of darkness for lesser foes.

    The Darkling Stairs - Constant
    You can fly at twice your movement rate. While in darkness, twice per turn, you can move your movement rate to any other spot of darkness.

    A Road of Shadows - Action
    Commit Effort for the scene. Step into one shadow and emerge from the one nearest to the desired destination, provided it’s within a mile. The gift can move you no more than ten miles total in any one hour.

    Dream fortune - Action
    Commit effort for the scene. The Godbound enters the dreams of a known person and can 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 actions in the next day, along with their maximum hit dice total or character level. You can send and receive messages from your pantheon as well.

    Welcoming the Dusk - Constant
    Natural light sources cannot penetrate the darkness created by your use of the Darkness word and are instantly extinguished. Foes within your darkness are considered to be blind, suffering a -4 on melee to hit rolls and foes automatically fail at making ranged attacks into or while within your areas of darkness. Supernatural senses or area attacks may bypass this, or a lack of reliance on sight. By spending Effort for the scene, magical light is snuffed out as well and lesser foes within 50 feet are sent to sleep, and those who use gifts to light your darkness must make an opposed attribute check to succeed.

    Doni Maggiori - 2pt.

    A Darkness at Noon - Action
    Commit Effort for the scene. You bring or dispel night in a radius up to a mile per level. At night, the moon is at whatever phase you desire, while banished night leaves the sun overhead. Optionally, you may ensure that no lesser foe sleepers within that area will wake up for anything but severe physical injury, or send them specific dreams.

    Flesh of Shadows - Action
    Commit Effort. Become an almost-insubstantial shadow, unable to affect the real world or pass through solid objects, but with an invincible defense against non-magical attacks.

    A Speaker in Dreams - Action
    Commit Effort. You can communicate with anyone you have seen before via shared dreams they recall perfectly, while they are awake or asleep. You can also spy on their dreams to get an idea of their greatest concerns and learn their location. Unwilling worthy foes can make a Spirit save to resist, and gain resistance for the scene. Repeated attacks over the course of a night give them a sense of your location and dreams.

    Red Moon - (Smite) Action
    Commit Effort for the scene. If the moon is in the sky, its turns red and hits a desired visible foe for 1d10 shadow damage per level of the Godbound, This darkness will penetrate any roof or ceiling not proof against divine gifts in order to strike the target. If the moon is not in the sky the bolt does 1d6 damage per level. Creatures of this world always take 1d10 damage per level and roll the damage twice to take the harshest result, as they are more vulnerable to the ravages of uncreated night.

  17. Might

    a7d25b60f56aea95aed49e7c2e827169.jpg

    Dominio della Forza e della Potenza.

    I personaggi con il Dominio della Forza sono tremendamente potenti e aumentano il proprio valore di Forza a 19, ottenendo così un modificatore di +4. Questa forza prodigiosa gli permette di sollevare e rompere qualsiasi oggetto non magico che possano riuscire ad afferrare facilmente, tuttavia, eventuali dimostrazioni di forza veramente straordinaria richiedono l'utilizzo di un Miracolo o di un Dono.

    Doni Minori - 1pt.

    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.

    Doni Maggiori - 2pt.

    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.

  18. Luck

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    Dominio della Fortuna e del Caso

    I personaggi con il Dominio della Fortuna hanno la possibilità di lanciare 1d20 una volta al giorno. Nel corso della giornata possono sostituire il risultato del dado con un proprio tiro o con quello di una qualunque altra entità.

    Doni Minori - 1pt.

    Blighted Luck - Action
    A single non-Mob target is cursed with misfortune. They’ll always lose games of chance, bad things of varying non-fatal character will always happen to them, and they always roll twice on hit rolls and saves and take the worse result. Worthy foes can make a Spirit save to resist and require Effort to be committed for the scene. This effect lasts until you choose to lift it, it's dispelled, or a particular event happens.

    Nine Lives - Constant
    Automatically reroll saves or enemy hit rolls that would result in the hero’s death or mortal injury. The second roll is taken, even if it’s worse.

    Salting Away the Luck - Instant
    Commit Effort after the hero rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the Effort is reclaimed the result can be given to anyone else in the hero’s presence, provided a die with the same number of sides is being rolled. Unwilling worthy foes can make a Spirit save to resist the donation. This gift can preserve only one roll at a time.

    Spun Fortune - Instant
    Commit Effort for the scene. Another person rerolls a roll you are aware that they just made.

    Unmarred Beneficence - Constant
    The hero has a natural AC of 3, luckily avoiding perils. If a misfortune lands randomly on a member of their group, they’re never the victim of it. This base AC isn't improved by armor or shields.

    The World Against You - On Turn
    Commit Effort. The hero becomes able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings.

    Doni Maggiori - 2pt.

    By Chance - Action
    Commit Effort for the scene. The player dictates an event in their presence that isn’t utterly improbable, and it happens. Damage to foes is limited to a 1d12 die for a focused calamity on a single target or a 1d6 damage die apiece for troubles that affect a group. This power affects only physical objects and events, and not minds or emotions.

    Impossible Victory - Constant
    Exactly once, the hero automatically wins a conflict or obtains their end in a situation by blind luck. It may not be a total victory, but it gains their main goal. They then lose the gift, are refunded its cost, and can never purchase it again. Luck miracles cannot replicate this gift.

    Unfailing Fortune - Constant
    The hero may always reroll a natural 1 on any die they roll. They can dictate the outcome of any element of chance in gambling or gaming.

  19. Lore

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    Dominio della Conoscenza e del Sapere.

    I personaggi con il Dominio della Conoscenza possono aumentare il loro valore di Intelligenza Saggezza 16, o a 18, in caso fosse già pari o superiore a 16.

    Doni Minori - 1pt.

    The Best Course - Action
    Commit Effort for the scene. Gain one sentence of truthful information from the GM on the best way to accomplish your current desire or goal. New information cannot be gained with this gift until the existing information is acted upon or the goal is abandoned.

    The Best-Laid Plans - Action
    Commit Effort for the day and lay out a plan. The GM announces the most relevant complication or threat to the plan’s execution that you don’t already know about. This insight can be drawn upon only once for any particular goal being pursued, with the GM deciding what constitutes a different goal.

    Mastery of Understanding - Action
    As an action, erase up to a large mob’s knowledge of a language, an intellectual skill, or a particular topic or event. This can't erase spellcasting abilities or other powers, but lasts until the skill is relearned or the Godbound relents. Worthy foes can save versus Spirit to resist. This combined knowledge, if the gift is bought as a gift, may be stored and granted to a single willing non divine individual of choice.

    A Truth That Burns - Action
    Target a visible group of beings involved in some plan. Even a single individual can be targeted, but they must be part of a group of at least 3 people engaged in some plan. You immediately gain knowledge of their plans and tactics as the best-informed leader among them. Thus, if you target the servant of a mighty politician, you would gain knowledge of his schemes and plots.

    The Unveiled Truth - Action
    Commit Effort for the scene; get an answer to any question, provided the truth about it is not being intentionally concealed by all who know it. Intentional concealment is generally not feasible for a large group without the aid of divine gifts. This answer is generally brief, no more than a few sentences.

    A Word Far Off - Action
    Commit Effort for the scene. Know what’s going on in a particular place or community that you’ve been, learning as many as three sentences of what the GM thinks you’d find most important or most relevant to your immediate interests. You can, by committing an additional effort, see through the eyes of a lesser foe who the GM feels is appropriate to your interest and learn what they hear and see.

    The Mighty Pen - Action
    Commit effort for the day. Over the course of a scene, from the ground a library, lab, or other appropriate building of knowledge will pop out, with appropriate equipment, books, tools, and other apparatus for its function, along with one ethereal figure per level who will help in the use of the area. If purchased as a gift and used enough, this can count as a feature for a faction, though it cannot be sacrificed on a failure.

    Doni Maggiori - 2pt.

    Disclose the Flaw - Instant
    Commit Effort for the scene and choose a target, either creature or institution. Know its current weaknesses and most vulnerable elements at that time, including any hidden means by which it might be killed or destroyed. Creatures reveal their hit dice and Effort totals. After using this gift on a foe, by committing effort you can permanently get an update on their current hit dice and effort.

    Irresistible Query - Action

    Commit Effort for the day. Ask the GM any question about current or past events and be answered in one word or short phrase. This power cannot be used more than once on a given topic until the situation changes significantly.

    The Omniscient Scholar - Constant
    You have mastered all spheres of mortal academic knowledge.The godbound may ask a question. If the answer is known by or can be deduced by any mortal scholar or their library, the answer is immediately provided to the godbound. In addition, any intellectual task that could be accomplished by a mortal scholar in an hour or less can be accomplished by the godbound as an action, with longer tasks being shortened proportionally.

    Panoptic Glory - On turn
    Commit effort.You can instantly see, hear, and use your full spectrum of senses to look around any location you have been in, or any person you know the name of not shielded by divine wards. This gift breaks through illusions and can see the true shape of shapeshifters. In a range of a mile, you can scan for any sort of written knowledge, or scholar, but not just random people, detecting their exact location. By committing effort for the scene, you can break even divine level wards against scrying.

  20. Exploration

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    Dominio del Viaggio e dell'Esplorazione.
    Art by Brock Grossman.

    I personaggi con il Dominio del Viaggio non possono mai perdersi, sanno sempre dove si trovano e non necessitano mai di riposare e mangiare finché si mantengono in movimento; infatti, ricevono nutrimento e riposo dal tempo che dedicano a viaggiare.

    Doni Minori - 1pt.

    Dust At Your Heels - On Turn
    Commit Effort. You and all who travel with you move at double the usual daily rate of travel and can cross any terrain as if it were flat ground, even mountains or seas. None of you are ever harmed by the natural climate or other insalubrious natural environment.You and those with you cannot be caught by pursuers as long as you keep traveling. Your group will always be moving faster than them regardless of their speed until you halt your movement. If able to go in an uncontested route, you can travel 30 miles per hour, as fast as the fastest land travel.

    Gate of Wondrous Realms - Action
    Commit effort for the day. You open or close a gate to uncreated night with a chosen known destination. This does not make the journey any easier, but if you know the rough destination, this can take you anywhere.

    Know the Path - Constant
    You always know the safest and easiest way to go to reach any location that is not kept secret from the world. Those who go with you also count their journeying to be food and sleep, allowing constant travel.If you have already been to a location you can commit effort for the scene to instantly journey there with all your companions, so long as it is within 10 miles per level of your current location. 

    Divine Road - Constant
    Any creature or vehicle you ride can use your hitpoints, AC , and any other constants, gains 1d10 magical damage from it’s touch and collisions, and can be ridden as masterfully as any mortal driver can drive.You can smash through up to five feet worth of non magical material as part of your movement action.

    Wanderlust - Action 
    Commit effort. A lesser foe of choice is seized with an unstoppable desire to travel, and will instantly go to explore a destination of your choice. Those with strong family ties will attempt to bring their family with them. This gift grants an innate knowledge of where people want to travel, though you do not need to make them travel to their desired location. Commit effort for the day to affect a worthy foe with this with them getting a spirit save to avoid the desire.

    Master of the Key - Instant
    You can instantly defeat any mundane trap, lock, tie, binding, guard detail or seal. Commit Effort for the scene to overcome magical barriers, traps, and bindings within sight, including ones of a mental nature. You may do this even if the binding effect would otherwise render you helpless. This can also be used to open a hole into security, for up to five minutes, making guards wander, opening a portal, or making a fence open.

    The Hour of Need - Action
    Commit Effort for the day. Up to a dozen allies or a small mob of allies within a week’s journey realized you’d need them there at this time and will arrive this round if they were willing to come. This may induce some problems of causality, but the gift’s power allows their arrival regardless.

    Doni Maggiori - 2pt.

    The Exodus Road - On Turn
    Commit Effort. Your Journeying gifts can apply to any number of willing companions in sight, including whole armies or cities.

    The Path of Racing Dawn - On Turn
    Commit Effort. You and those with you can fly or otherwise ignore terrain, traveling at 100 miles an hour, the speed of a fast aerial creature, while journeying or at your normal movement rate while in combat. While in combat, you may instead choose to move at the breakneck pace of 450 feet per turn, but until your next turn all enemy attacks automatically hit those affected, and your party’s attacks automatically miss. Attacks during a chase do not force you to miss or be autohit until the turn after either party ends their movement, as fighting in a chase is natural to you. 

    True Path - Constant 
    You can always tell the true path to any destination chosen by your GM that would aid your quest, though not the details of the location or the journey. You always have a mental map of your area around you to one mile, including any enemies or notable treasures, and with an action you can observe any area in that mile you can reach with simple travel. After reaching a location or meeting a new enemy or person, unless the details are concealed by all who know of it, you can summon up a brief summary of facts travellers in this locale know about it.

    Nightwalker - Action
    Commit effort for the day, and partially phase into the uncreated night. You can travel freely within it, unaffected by walls, guards, or other barriers that would otherwise stop your path, and unaffected by the worst dangers of uncreated night. You cannot affect the mortal world or uncreated night here, but can freely see both. Foes in combat with you cannot hurt you with non magical weapons, and other foes cannot see you without supernatural sight. At the end of a scene or before at your choice you must choose to fully enter into uncreated night or the nearest realm, and cannot use this gift again for the rest of the day.

  21. Health

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    Dominio della Medicina e della Salute.

    I personaggi con il Dominio della Medicina sono immuni a veleni e malattie, e sono capaci di riconoscerli e diagnosticarli immediatamente. Possono aumentare il loro valore di Costituzione a 16, o a 18, in caso fosse già pari o superiore a 16.

    Doni Minori - 1pt.

    Ender of Plagues - Action
    Commit Effort for the scene. Cure all diseases and poisonings within sight. If the Effort is expended for the day, the range of the cure extends to a half-mile around the hero, penetrates walls and other barriers, and you become immediately aware of any disease-inducing curses or sources of pestilence within that area.

    Flesh Made True - Action
    You are able to cure a target's maimings, blindings, poisons, mutilations, and birth defects by sight once per round. This does not heal hit point damage, but it can restore lost limbs and crippled functionality.

    Intrinsic Health - Constant
    Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.

    Merciful Gaze - Action
    Lay your gaze on a target within sight, you can heal 2d6 plus your character level points of damage. The target must Commit Effort for the day in order to benefit from the healing, however. NPCs and other ordinary mortals normally can benefit but once per day from this gift.

    Plaguebringer - On Turn
    Commit Effort. Your touch or successful weapon attacks cause a sickness of your choice. Worthy foes get a Hardiness save to resist. The sickness can be restricted to them or allowed its natural contagion. The disease appears within 1d6 hours and is at full effect within a day. Lethal sicknesses will kill within 1d6 days without a magical cure.

    Vital Furnace - On Turn
    Commit Effort for the day. Instantly heal any hit points lost since the end of your last turn, provided the harm didn’t kill you.

    Doni Maggiori - 2pt.

    Burning Vitality - On Turn
    Commit Effort for the day. Regain 1 hit point per round until at full health. Alternatively, you may Commit Effort for the day to heal 1 hit point or hit die in all allies within 100 yards and raise ordinary mortal beings from the dead with 1 hit die, provided they died within the past five minutes and are not completely mangled. Recipients need not Commit Effort to benefit from this healing.

    Deplete Health - Action
    Commit Effort for the scene and choose a target. They sicken, falling to half their current hit dice or hit points, rounded up. Worthy foes get a Hardiness save to resist. The lost hit dice return at the scene’s end if the creature is not dead. This gift does not stack multiple times.

    Lifegiver - Constant
    Allies in your presence automatically stabilize at zero hit dice or hit points provided their bodies aren’t torn to pieces. As an action, Commit Effort for the day to revive an ordinary mortal creature from death if they’ve been dead less than a day and some part of their corpse remains intact. Godbound and other mighty entities cannot be revived.

  22. Inferno

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    Dominio del Fuoco.

    I personaggi con il Dominio del Fuoco sono invulnerabili al fuoco, al fumo e al calore e possono respirare liberamente in questi ambienti. Possono anche utilizzare il fuoco come arma magica con una gittata di 15 metri che infligge 1d10 danni. Inoltre, se lo desiderano, possono proteggere i loro alleati dalle fiamme che generano e controllano.

    Doni Minori - 1pt.

    Consuming Gaze - Action
    An object in sight up to 20 x 20 x 20 feet in size is set on fire, has fire removed, reverses the effects of fire or has the fire reshaped. This even burns normally non-combustible materials. Larger objects may take a few rounds to completely burn away. Objects carried by a person cannot be affected. See page 27 for rules on creating walls of flame or other zones of hazardous terrain. Fire damage can be healed or repaired at no effort cost, but the dead cannot be raised.

    Firestorm - (Smite) Action
    Commit Effort for the scene. Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for a 1d6 die of damage per level of the Godbound. Enemies who remain within this zone after the initial hit take 1 damage per two levels rounded up for each round they stay with the flames, three per two levels of mobs. 

    Firewalker - On Turn
    Commit Effort for the scene. Instantly know the location of all flames within a mile. As an action, teleport and emerge from any larger than a candle flame with any willing companions in physical contact with you. You cannot move more than ten miles total in any one hour.

    Fiery passion - Action
    Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful lust or passion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed.

    The smoke about - On turn
    Commit Effort. Fill the air around you with smoke, up a 300 foot radius. You and your allies can see through it, but others with normal senses can see no further than five feet around them. The clouds can melt any mundane ice and allow every ally within it to ignore the first five heat damage they take each turn.

    Searing Blade - On Turn
    Commit Effort. You wield fire as a weapon, either lighting a blade in it or using projections of it as a magical weapon at 200 foot range and 1d10 damage die. Individual victims killed by this explode into flames, doing a 1d6 damage die to all desired targets within 20 feet. This gift's damage is always rolled straight against Mobs of lesser foes. 

    Fire Break - Constant
    You can halt the spread of fires, fiery passions, and similar things within sight as a free action. Additionally, you may commit effort for the scene to immolate any restraints on you, whether physical bonds, magic restraining your body, or insidious psychological influences

    Doni Maggiori - 2pt.

    Burning Rebuke - On Turn
    Commit Effort. Every foe that attacks you while angry or impassioned or stands close to a source of flame suffers your Fray die in fire damage before each attack is resolved, even if they have more hit dice than you or make multiple attacks. Normally, only mindless creatures or remarkably disciplined foes can remain calm enough to avoid the damage. Mobs suffer this damage straight. In addition, any foe who closes into melee combat with you suffers 1 damage per round, 3 for mobs. 

    Deadly inferno - Action
    Commit Effort to the end of the day to cause a massive 300ft. radius wall of fire to appear, burning everything in its path, doing 1 damage per level to enemies and 3 to mobs if they do not move out within the round.

    One with the flames - Action
    Commit effort. Your body becomes one with the flames, freely burning what you chose within ten feet around you, increasing your fray radius to everything within 200 yards burning through any non magical substance in your way as a free action, and once per round allowing you to as an on turn action emerge from a nearby flame within 200 feet.

    Friendly Fire - Constant
    People will view any fires you set as natural and normal, and will not see it as unusual for you to set fires. They will protect themselves, prized possessions and dear friends from the consequences of fire, but will not otherwise make any effort to stop fires, and legal prosecution of you for setting fires is impossible for anything short of a divine court. Commit effort for the day, and up to a large mob of foes will not protect themselves or dear friends or possessions from the consequences of fire. Worthy foes can save vs spirit to ignore this.

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