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  1. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Drugs 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.
  2. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Plenty 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 1 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.
  3. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Time 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 a 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.
  4. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Blade 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.
  5. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Sun 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.
  6. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Heaven 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.
  7. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Metamorphosis 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.
  8. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Sea 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.
  9. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Passion Dominio della Passione. Art by AkiiRaii. I personaggi con il Dominio della Passione possono aumentare il proprio valore di Carisma o 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.
  10. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Darkness 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.
  11. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Might 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.
  12. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Luck 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.
  13. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Lore Dominio della Conoscenza e del Sapere. I personaggi con il Dominio della Conoscenza possono aumentare il loro valore di Intelligenza o Saggezza a 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.
  14. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Exploration 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.
  15. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Health 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.
  16. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Inferno 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.
  17. Plettro ha risposto a Pippomaster92 a un messaggio in una discussione Eos's Gioco
    Snorri Laikarakkin Sì, concordo... Per ora mi preoccuperei di vendicarlo... dico, mentre mi appresto ad avanzare nel cunicolo.
  18. Reesir Adesso che mi sono riscaldato, decido che è tempo di porre fine allo scontro: la musica che animava il campo di battaglia si ferma, mentre ergo sopra la mia testa il braccio che teneva il plettro. Aspetto qualche istante per fare un pò di suspense, ma continuo a tenere il ritmo, almeno a mente. Poi, improvvisamente, il mio braccio cade in picchiata sul liuto e colpisce le corde con una potenza tale da emettere un boato devastante! Posso ricominciare a suonare, ora.
  19. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Fertility Dominio della Fertilità e della Vita. Art by Juhyung Kang. I personaggi del Dominio della Fertilità hanno pieno controllo sulla loro possibilità di riprodursi e possono aumentare la propria Costituzione a 16, o a 18, se superiore o uguale a 16. Inoltre, sono immuni a qualsiasi arma o oggetto in legno, mostri vegetali e tossine a base di piante. Doni Minori - 1pt. Birth Blessing - Action Instantly render a target sterile, induce miscarriage, or bless the target with the assurance of a healthy conception which you can shape in the child’s details. You can also cure congenital defects or ensure safe birth. Such is the power of this gift that it can even induce a virgin birth. Resisting targets who are worthy foes can save versus Hardiness. A Second Spring - Action Commit Effort for the day. All allies in sight are refreshed, regaining vigor as if well-fed and rested and healing 1d6 hit points of damage plus the Godbound's level. Unlike most healing effects, recipients need not commit Effort to benefit from this blessing. Seeds of Death - On Turn Commit Effort. You may induce cancers and killing growths as a 1d10 magic weapon with a 200 foot range, making attack rolls as normal. The first round’s use of this power is imperceptible to onlookers and the victim, but the second and further rounds produce visible tumors and growths. Lesser foes will die of cancer 1d6 months after you use this gift on them, barring magical healing, even if you elect to do no damage with a hit. A Sense of Ash - On Turn Commit Effort. You sense all poisons, plagues, environmental damage, or curses on the land within sight. You gain an impression of the persons or causes responsible for them if they are not otherwise concealed by magic. You recognize diseased or disease-inflicting creatures on sight and can determine what plague afflicts them or that they inflict on others. Touch of Green Restraint - Action Commit Effort for the scene. Plants in a 50’ radius around the chosen point in sight erupt to cling to foes. All enemies in the area must make an Evasion saving throw at the start of each round to throw off the vines and regain free movement, though they can still fight in place as normal or launch ranged attacks if they have them. Foes subject to your Fray die suffer it each round they remain bound. Those enemies who reach zero hit dice because of this may be either utterly immobilized or crushed to death at the Godbound’s discretion. Withering Curse - Action Commit Effort for the scene. Forty acres of plants instantly die and the land they were on is cursed to uselessness for a generation unless reversed by this Word’s powers. Optionally, plants and living or cut wood can be reduced to ash as desired in a 50-foot radius. Wooden items held or carried by a bearer are not affected, though buildings or vehicles can be destroyed. Plant monsters suffer 1d12 damage per level. Doni Maggiori - 2pt. Cornucopian Blessing - On Turn Commit Effort. Choose a container holding a non-magical agricultural substance; so long as the Effort remains committed, the supply will never run out, no matter how much is taken from the container. The container can provide up to ten tons of goods per day per hero level, provided its mouth is large enough to disgorge such amounts. Sever the Line - Action Commit Effort for the day and choose a target in sight. The target is rendered sterile and only a gift or similar power can undo it. All their children immediately suffer a 1d12 damage die, grandchildren suffer 1d10, great-grandchildren suffer 1d8, and so forth down to the fifth generation, which suffers 1d4. This curse only works once on any given target, and particular descendants may be spared by the hero. Unending Abundance - Action Commit Effort for the day. The land you designate within a ten mile radius becomes impossibly fertile, crops erupting in mere hours and feeding any number of people within that area. If applied as a gift and not used as a one-off miracle, the persistent fertility counts as a beneficial Feature to any faction that controls the land, though it cannot be sacrificed in the case of a lost Conflict it was involved in.
  20. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Permanence Dominio della Permanenza e della Resilienza. Art by firatsolhan I personaggi con il Dominio della Permanenza non hanno bisogno di mangiare, bere, dormire o respirare, inoltre il loro punteggio di Costituzione aumenta a 16, o a 18, se già pari a 16 o più. Doni Minori - 1pt. Amaranth Vitality - Constant Every fifteen minutes you heal two lost hit points per two character levels, rounded up, so long as you are still alive. Body of Iron Will - Constant Your natural armor class is 3. You are impervious to any natural environmental damage, such as that caused by extreme heat, cold, pressure, radiation, or vacuum. Such forces used as a weapon or hazard against you function normally. Armor or shields don't benefit this base AC. Fear not Pain - Constant When hit by a melee physical attack, if it damages you then you can choose to attach yourself to a foe, preventing them from moving any further away if they cannot overcome your strength, and allowing you to pull them closer. In addition, by committing effort for the scene you can as an instant action dispel defensive gifts of anyone who is connected to you. Elemental Scorn - Constant Pick heat, cold, lightning, or some other form of energy. You have an invincible defense against it in all its forms. As an On Turn action, you can Commit Effort to extend this defense to every ally within a hundred yards. You may take this gift more than once to gain immunity to multiple elements; a single Commitment can extend all your defenses. With a week of work you can change your chosen defence. Harder than This - On Turn Commit Effort. Become immune to one physical peril or special attack as long as the effort remains committed. You can’t adapt to weapons, gifts, or spells, but you can adjust to become immune to a dragon’s breath, a basilisk’s gaze, a beast's poison, or a volcano’s caldera. This gift is usually enough to avoid saving throws from an enemy’s special abilities, or walk around safely in a single dangerous environment. Untiring Inspiration - Constant Pick one Influence project you’ve undertaken. Add 1 to the Influence effective on it as you sleeplessly focus on the task. As an action, Commit Effort. All allies within 100 yards are perpetually refreshed, and not in need of rest, eating, drinking, or breathing. Hold the door - Constant You gain an invincible defence against being moved from your position, or forced back in a contest of strength. In addition, if you choose to defend a location no larger than a small building no one can get past you unless they overcome you first. Doni Maggiori - 2pt. Fear No Steel - On Turn Commit Effort. Your determination or supernatural hardiness allows you to shrug off the lesser harms of the world. You take 2 fewer points of damage from all incoming sources of damage, whether physical or Magical and become immune to all non magical attacks by enemies. Unbreakable - Instant Commit Effort for the scene. Until the start of your next turn, you have an invincible defense against any physical, tangible attack or spell effect. Mental and spiritual harms or damage are not deflected. In addition, if this gift is dispelled, you can commit an additional effort for the day to block a single source of physical damage such as one attack. Undying - Constant While you can be brought to zero hit points, mutilated, or burnt, you cannot actually be killed. If not slain you regenerate in an hour, or any chosen time after, with one hd from a chosen body part and during that hour can move body parts at a rate of five feet a round. This gift can only be dispelled by words like murder, or by a minute of focused effort with a miracle of destruction by a word like fire or entropy, and only divine imprisonment serves to prevent recovery. Body parts removed can be reattached freely, or regenerate within an hour, and any body parts removed become unusable for revival if more than a hundred yards away for at least a minute. Any magical healing on your body is applied at the end of the hour. Never sleeping lord - Action Commit Effort and curse or bless a faction or community with a Power score no larger than half your level, rounded up. Phantom images of yourself constantly run around, talking and communing with those within. You may either grant them a beneficial Feature having to do with your never ending endurance. Granted Features can defend, and be sacrificed upon a loss, resulting in this gift becoming non functional for a week. 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 acts as an effective 8 resistance against any change, making it very hard for any foes to change your community.
  21. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    The World Dominio della Terra, della Pietra e del Suolo. Art by Eric Deschamps. I personaggi con il Dominio della Terra possono scegliere se aumentare la loro Forza o Costituzione a 16, o a 18, se già a 16 o superiore. Doni Minori - 1pt. Earthwalker - On Turn Commit Effort. You and your companions may pass through stone or soil or metal without need for breath, moving at 60 feet per round whilst under the stone.This gift functions for both natural earth and worked stone, and can be used on soil of any consistency no thinner than mud. You can sense hollow spaces in the earth within 100 feet. If used to attack, this gift is overt and obvious, and does not prevent counter attacks, although it can be used for ambushes. Jewel-Bright Eyes - On Turn Commit Effort. While committed, you can see through earth or stone. With a moment’s focus, you may look outward from any gemstone you’ve ever touched, regardless of where it is now. Mountain Thews - Action Commit Effort to the end of the scene. Perform one feat of impossible strength, lifting an object up to the size of a small ship. 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. Obduracy of Stone - Constant Your natural armor class is 3, and you have an invincible defense against harm by stone, earth, or burial. You need not eat, drink, or breathe. Armor and shields do not improve this base armor class. Rebellion of the Soil - Action Commit effort for the scene, and target a foe within sight. The earth seeks to reclaim all of their property, doing one wealth level of destruction per level of the godbound. Worthy foes can save vs spirit to protect their property. If the person controls a faction related power that relies on earth not swallowing it up, the faction loses that feature for the next faction turn. Foes without any property on the earth are immune to this power. Stonespeaker - On Turn Commit Effort. You can communicate with earth or stone or metal, seeing and perceiving everything it has witnessed at a certain time of your choice. Stones have no thought as humans recognize it, but they can perfectly relay all the sounds and sights that took place in their presence. You must specify a particular time to focus on, however. If combined with Jewel Bright Eyes, you can order rocks to commune to you when a person or object appears before it. Fountain of Plenty - Action Commit Effort and bless a faction with a Power score no larger than 2, affecting a city at most. The faction gains the Feature "Fountain of the world", providing them with limitless supplies of easily mined metals, gold, stones, and useful supplies. 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. Doni Maggiori - 2pt. Builder of Mountain Peaks - On turn Each round, create, modify, or destroy a stone or earth structure of up to 20 x 20 x 20 foot size within your normal line of sight as an on turn action. 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 create normal earth or stone as part of this process. Creatures made entirely of earth or stone within the area may be completely controlled, with worthy foes allowed a Spirit save to resist. If a creature escapes a trap of yours, an additional effort for the scene must be committed to control them again during that scene, or you must use your action to focus your power. Fury of the Avalanche - On Turn The earth trembles and casts forth shards of stone. You can wield these eruptions as a 1d10 magical weapon, attacking all enemies within 200 feet. Any stone creatures or creatures underground are treated as AC 9 for the sake of attacks While the gift lasts, your Fray die may be applied to every lesser foe standing on earth or stone within sight. Tremors of the World’s Heart - Action (smite) Commit Effort to the end of the day to cause a localized earthquake on a point within sight, flattening most buildings within a 100 foot per level radius and throwing lesser foes to their knees. Those toppled must spend their movement action regaining their feet. This does 1 damage per level to foes, 3 to mobs. Seismic Sense - Instant Commit effort. Your will extends out through to the horizon, and you can sense any object in contact with earth or stone, and talk to them as though you were next to them.
  22. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Trickery Dominio dell'Inganno, della Menzogna e della Burla. Art by Kirsi Salonen. I personaggi con il Dominio dell'Inganno possono scegliere se aumentare la loro Destrezza o il loro Carisma a 16, o a 18, se già a 16 o superiore. Doni Minori - 1pt. Deceiver’s Unblinking Eye - Constant You can always tell when someone’s trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Godbound with the Deception Word. No Secrets - Action Commit effort for the scene upon discovering a deception. Instantly know who benefits from the lie, why it was set up, and what untruth they would least like you to discover. Those with the word of trickery or similar words of deception can resist this inquisition with a spirit save. Liar’s Flawless Grace - Constant Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word, and your companions' support of your lies cannot be detected. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm, and even worthy foes will at most simply think you’re wrong, take a different conclusion from your lies, or assume you’re insane, rather than knowing you lied. Perfect Masquerade - On Turn Commit Effort. Instantly appear as any humanoid you have seen. Only beings with supernatural gifts of senses or piercing illusions or those with significant personal knowledge of the individual have any chance to make a Spirit save against the deception unless you do something egregiously out of character. You instinctively mimic voice, language, clothing, mannerisms, and expected habits of behavior, and can supply appropriate clothing to companions. Shadow Play - Action Commit Effort. You can create perfect illusions in sound, smell, and seeming, though they are intangible to the touch. The illusion appears anywhere within sight, can be up to 30 feet in diameter, and can be made to move and seem lifelike without further attention so long as Effort remains committed to them. Invisibility is not an illusion. Veiled Step - On Turn Commit Effort. Foes without gifts or words focused on deception, illusion, or supernatural senses have no chance to detect you or your companions unless you attack, steal, or disrupt them or things they are focused on. Skilled worthy foes who are actively searching for you may also have a chance to detect you if they spend an action searching. While this is usable for effective ambushes, worthy foes will usually be aware of your presence in a battle, preventing any use of it after the first use in a scene except for escape, and any use after the first use against worthy foes requires committing effort for the scene. Mundane attempts to break your stealth have no impact on you, like flour or squeaky doors. Sneak Attack- Instant When attacked or hit with supernatural gifts to disrupt your stealth, commit effort for the scene to maintain your stealth, and inflict a 1d8 straight backlash on whoever discovered you. This gift can only be used once per scene per foe. Doni Maggiori - 2pt. Conviction of Error - Action Commit Effort. All chosen targets present become convinced that one of their beliefs of your choice is actually a terrible lie that has been imposed upon them, whether it is the existence of a god or the fidelity of their spouse. Worthy foes get a Spirit saving throw. They may reconsider this conviction of error once Effort is reclaimed, but will do so only under great pressure of emotions or obvious facts. This gift normally can spread far enough to affect a neighborhood or community of people. Impenetrable Deceit - Action You state something you believe to be false and Commit Effort. Everyone who hears you speak at that moment will believe it, though worthy foes get a Spirit saving throw. A saving throw is also granted if presented with proof to the contrary or the lie is emotionally intolerable to them. This belief will persist even after the effort is reclaimed unless clear evidence contradicts it or the lie is too painful to believe. Just rats - Constant Reality will adjust to fit in with your actions of Trickery. If you state a lie, documents and evidence people check will alter to fit it, memories of lesser foes will be adjusted, and they will always assume something else, like rats, was the cause of the disturbance. This extends to untimely deaths and thievery, and functions less well for broad facts like the main history of a country. While they will react appropriately after discovering you, they will never pursue you or raise an alarm when you are out of sight, and unless dead individuals or possessions are deeply prized, will not notably change their behaviour. Groups, individuals, and evidence under the personal protection or eye of worthy foes can be shielded from this power. The worthy foes can make a spirit save or an appropriate attribute check to protect them from any new beliefs, gaining resistance for a day after to further lies. A Heist that Rocked the World - Constant Your trickery gifts can apply to any number of allies within sight, including entire cities. Your lies can more effectively spread to cover an entire city.
  23. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Death Dominio della Morte. Art by Neisbeis. I personaggi con il Dominio della Morte possono comandare qualsiasi non-morto in loro presenza con una azione, arrivando a coordinare al massimo una folla di una taglia qualsiasi. I non-morti maggiori hanno diritto ad un Tiro Salvezza e non accetteranno ordini autodistruttivi. Inoltre, sempre con una azione, possono conoscere i dettagli di chi, cosa e come è morto o sta morendo nel raggio di 30 metri. Doni Minori - 1pt. Keeper of the Graves - On Turn You learn exactly where every corpse, undead or fragment of remains are within 200 feet and their identity in life. You can tell exactly how they died as if you had observed their death personally. If you Commit Effort you have an invincible defense against lesser undead. Mantle of Quietus - Instant Commit Effort for the scene. To assail you brings death. Any lesser foe that tries to physically harm you suffers 1 point of damage before their attack is resolved, with Mobs taking a 1d20 normal die. Foes with multiple attacks per round suffer the damage only once per round. A Pale Crown Beckons - Action Commit Effort for the scene. You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead of hit dice no more than twice your level is called, or one Small Mob of 1 HD lesser undead is created for each three levels you have, rounded up. A corpse made into a greater undead must not have received funeral rites or been dead more than a month. The undead are loyal, but dissolve when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Dominion point each. Scythe Hand - On Turn Commit Effort. There is death in your gaze or your blade, which you may use as a magic weapon. It has a 1d10 damage die and a 200 foot range. This attack always does at least 1 point of damage against living creatures or undead, even if the hit roll misses. White Bone Harvest - (Smite) Action Commit Effort for the scene. As an action, you may instantly destroy any hostile lesser undead in sight provided they are lesser foes. Other undead in sight suffer your level in points of damage, tripled for Mobs. Withholding the Mercy - Constant Those reduced to zero hit dice or hit points within 200 feet of you automatically stabilize or die as your wish. If you desire it, willing living creatures at zero HD or hit points around you may continue to act for as many rounds as you have levels before they unavoidably fall dead. Doni Maggiori - 2pt. No Release - On Turn Commit Effort and choose a visible target. They simply cannot die until you reclaim the Effort. If reduced to zero hit dice or hit points they will be incapacitated for an hour before reviving with one hit point. If their body is destroyed or widely scattered, they will exist in a perpetual haze of blind agony until magic or restorative miracles are used to gather the corpse parts, or until the Effort is reclaimed. A Godbound cannot use this power on their own person. Reaping Word - Action Commit Effort for the scene and choose a target at any range. A gesture suffices if you can see the target, otherwise you must use a name they consider their own true name. Lesser foes drop dead and cannot be revived without your permission. Worthy foes require the Effort be committed to the end of the day and are allowed a Hardiness saving throw to resist. Furthermore, worthy foes must be injured in order to let Death reach them; even a single point of damage is enough. Summons to Day - Action Commit Effort for the day. Any normal mortal creature can be called back from death, provided the corpse is relatively intact, they have not received funerary rites or been delivered to a Paradise, and they have not been dead for more than a month. They revive with 1 hit die. Godbound and supernatural entities cannot be called back this way.
  24. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Command Dominio del Comando, della Leadership e del Potere. I personaggi con il Dominio del Comando possono aumentare il loro punteggio di Carisma a 16, o a 18, se era già a 16 o più. Possono comunicare chiaramente con qualsiasi creatura intelligente ed i loro ordini risultano sempre chiari, tuttavia l'obbedienza di chi ascolta viene determinata dalla loro eloquenza e dall'utilizzo di Doni. Doni Minori - 1pt. Guards! Seize him! - Action Up to a Small Mob worth of minions or a half-dozen individual retainers can be made to appear in the current location, provided they're within ten miles of the Godbound. Only formally-pledged followers of the Godbound can be summoned, and they can't be summoned to any place they could not practically reach under their own power. The summoned retainers appear wherever they would most logically enter, the Godbound's powers having caused them to hasten to answer the summons before it was even given. Know the Inner Truth - On Turn Commit Effort for the scene. Understand the true motivations and intentions of any conversational partner, expressed by the GM in a few sentences. Worthy foes get a Spirit saving throw to conceal the truth. The Lieutenant's Wisdom - Action Commit Effort before giving an order to a person or group in your service. While the Effort remains committed, you can spend an action to borrow the senses of any single member of the group or to communicate telepathically with any or all of them, and they can contact you. A subject can break this bond, but you are immediately aware of it. The effect ends when the Effort is reclaimed or the order is fulfilled. The Lines of Rule - On Turn You can spot the true leader in any group or social context. In addition, you may Commit Effort; a group of NPCs who are lesser foes will instinctively obey you as if you were their superior or employer. If the strangeness of this is brought to their attention by circumstances or those unaffected, they get a Spirit saving throw. The Soldier's Faithful Heart - Constant A visible creature of equal or fewer hit dice than your level who freely pledges loyalty to you finds their oath totally binding. Only magical coercion can force them to disobey or betray you until you release them from the effect, even with suicidal or unnatural orders. This gift can't affect more than one hundred people per character level in total. A Thousand Loyal Troops - Action Commit Effort. A visible NPC immediately becomes cooperative toward you, doing for you all they’d do for a superior or employer. Those who are worthy foes get a Spirit save to resist this effect. The cooperativeness lasts even after the Effort is reclaimed, provided the compliance is not abused or wholly improbable. Doni Maggiori - 2pt. Bearer of the Scarlet Crown - Constant Your legitimacy as a ruler is unshakable. You have an intuitive awareness of all publicly-known major events in groups or communities you rule or administer, and can communicate your will to your viceroys and officials at any time, though they cannot answer directly. You gain an extra free point of Dominion every month, though you can only spend these points on your own lands or ruled organizations. New Godbound don't start the game with any stockpile of points, however. Invincible Iron General - Constant All NPC soldiers serving under you gain +1 hit die, a hit bonus equal to your level, and a Morale of 11. Your will is automatically known by all your lieutenants and you always know the location, condition, and general activities of all military units that accept your command. Thrall-Making Shout - Action Commit Effort for the day and give a command. If directed at a group, all lesser foes up to a Vast Mob in number instantly obey anything short of a suicidal order or a command not to defend themselves from obvious peril, provided they are not already engaged in combat against the Godbound. Obedience to this single order lasts for the scene. If directed at a single target not already fighting the Godbound, anything can be demanded of them until the Godbound releases them. Worthy foes get a Spirit saving throw to resist the control.
  25. Plettro ha risposto a Plettro a un messaggio in una discussione E' Dura fare il Dio's Regolamento
    Bow Dominio dell'Arco e della Precisione. I personaggi con il Dominio dell'Arco non esauriranno mai munizioni, possono richiamare armi da lancio e munizioni da qualunque distanza (purché le abbiano toccate in precedenza), i loro attacchi dalla distanza non feriranno mai il bersaglio se così desiderano e tutti i loro attacchi a distanza sono da considerare magici ai fini di superare eventuali protezioni del bersaglio. Doni Minori - 1pt. Bar the Red Descent - On Turn Commit Effort. You have an invincible defense against normal projectiles and can take no more than 1 point of damage per hit from magical ones. Only actual weapons such as arrows, bullets, spears, and trebuchet rocks are affected by this, not spells or magical effects. Bolt of Invincible Skill - Instant You always hit an unaware or inanimate target, no matter how small or how far under cover it may be. Optionally, you may Commit Effort to the end of the scene to ensure that your current or next ranged attack does maximum damage and hits on anything but a natural roll of 1. Feathered Tempest - On Turn Commit Effort. Against lesser foes, you always hit with ranged attacks. You can spread any overflow damage to any other targets in range subject to this gift. None Beyond Reach - Instant Your ranged attacks have no maximum range provided you can see what you’re shooting at with your natural sight or know its location to within ten feet. This ability extends only to the same realm as the one you are currently inhabiting. Omnipresent Reach - Constant Your ranged weapons have a maximum range as far as your natural line of sight. Your missile weapons always do at least 1d10 damage and are treated as magical weapons. Even without a bow or gun, you may cast bolts of force or conjured weapons for 1d10 damage. The Seeking Flight - On Turn Choose a visible target and Commit Effort to the end of the scene. Your ranged attacks seek them out regardless of range, treat them as AC 9, and completely ignore cover provided there is at least some path for your arrow to reach them. Doni Maggiori - 2pt. The Inexorable Shaft - On Turn Commit Effort. Your ranged attacks strike with tremendous force, always doing their maximum damage on a hit. Your projectiles can penetrate any thickness of non-magical materials in order to pierce the cover that shields a target, though their armor applies as usual. Lord of That Which Falls - Instant Commit Effort. Redirect any ranged weapon attacks in your presence, with their attack roll applied against the new target. Worthy foes may only have their attacks redirected if they're shooting at you. Projectiles may be redirected at any target, though a single victim can be targeted by no more than one attack per round this way. Subjects who have also bound to the Bow Word are immune to this power, as are other divinities affiliated with the bow. Rain of Sorrow - On Turn Commit Effort. Against Mobs, the damage dice of your ranged weapon attacks are rolled straight and add your level. Thus, a 4th level Godbound firing a 1d10 weapon with a +2 attribute bonus would inflict from 7 to 16 hit dice of damage against a Mob. Against targets not grouped into a Mob, you may roll your Fray die against every applicable foe in sight each round.