Novels2Search
The Gods Of Lescatie
Character Sheets

Character Sheets

Elt, The Sword Of Empathy

Level: 1

XP: 0

Dominion Banked: 0

Dominion Spent: 0

Chosen Words Of Creation:

Passion

Blade

Luck

Passion: The Word of Passion commands the heart, filling it with the emotions desired by the Godbound or banishing those feelings that prove troublesome. While these emotions can be overwhelming, the Godbound cannot dictate what the subjects do with them. In this way, Passion inspires personal action in its targets, but does not give the direct control granted by the Word of Command.

Heroes with the Word of Passion are blessed with grace and an understanding of the heart. They may set either their Charisma or Wisdom attribute score to 16, or 18 if the score is already that high.

Gifts Of Passion:

Lesser Gifts

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.

Greater Gifts

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.

Blade: Blades masters in the fallen empire spent decades meditating on their blades, to come to a conclusion. War is an inherent part of the universe, and they were the embodiment of it. And it was their duty to take it to heaven.

The Word of the Blade is that of melee combat, of direct struggle between the Godbound and their foes. Miracles of the Blade involve unerring strokes, tremendous blows, or marvellous escapes from harm in battle. While potent, these miracles do not work at range.

Heroes with the Blade Word treat all their weapon or unarmed attacks as magical doing 1d10+1 damage, cannot be disarmed, can summon any melee weapon they've ever used immediately to hand as an Instant action, and their melee attacks never harm any opponent they do not intend to harm.

Gifts Of Blade:

Lesser Gifts

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 around you, 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.

Greater Gifts

The Red Hand of God

Action

Commit Effort. You 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.

Luck: Luck is a subtle Word, without many of the blatantly obvious effects of the other domains. Instead, luck simply graces those blessed by its power, ensuring that things somehow work out well for them and very poorly for those who displease them. Luck miracles can be used to rework fate, ensuring that seemingly-random events turn out well or poorly for those targeted by the hero's attentions.

Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else's 1d20 roll with the one in reserve. They can only replace a roll once per day.

Gifts Of Luck:

Lesser Gifts:

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.

Greater Gifts

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.

----------------------------------------

Wilmarina, The Ice Maiden

Level: 1

XP: 0

Dominion Banked: 0

Dominion Spent: 0

Chosen Words Of Creation:

Blade

Winter

Entropy

Blade: Blades masters in the fallen empire spent decades meditating on their blades, to come to a conclusion. War is an inherent part of the universe, and they were the embodiment of it. And it was their duty to take it to heaven.

The Word of the Blade is that of melee combat, of direct struggle between the Godbound and their foes. Miracles of the Blade involve unerring strokes, tremendous blows, or marvellous escapes from harm in battle. While potent, these miracles do not work at range.

Heroes with the Blade Word treat all their weapon or unarmed attacks as magical doing 1d10+1 damage, cannot be disarmed, can summon any melee weapon they've ever used immediately to hand as an Instant action, and their melee attacks never harm any opponent they do not intend to harm.

Gifts Of Blade:

Lesser Gifts

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 around you, 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.

Greater Gifts

The Red Hand of God

Action

Commit Effort. You 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.

Winter: The Word of Winter commands not only the ice and snow of that season, but also the dwindling, decaying, and desiccating of the ice-bound months. It kills plants, freezes earth, and scours the land with icy winds. While it does not directly kill creatures as the Word of Death might, it creates the frigid conditions that leave them no choice but to wither and perish. Powers of paralysis and motionlessness are also among its graces, freezing victims as still and silent as a sculpture of new-formed ice.

The dwindling that Winter brings is through the agency of cold and fading light, rather than the direct collapse of Entropy or the outright beckoning of Death. Winter is ill-suited for causing kinds of diminution that cold or season-change could not produce.

Godbound of Winter have an invulnerable immunity to cold and ice. As a Main Action, they can freeze objects and surroundings within 30 feet; creatures not impervious to cold suffer 1 point of damage, while Mobs suffer 3. A creature or Mob can only suffer this damage once per scene. As an Action, they may conjure simple physical tools and objects out of ice within 30 feet, though such structures cannot serve as effective barriers to a determined foe.

Lesser Gifts

A Killing Frost

On Turn

Commit Effort. The Godbound can wield lethal chill as a ranged weapon within sight, inflicting 1d10 damage and freezing liquids and objects struck. Against plant creatures or those exceptionally susceptible to cold this ability always hits and does double damage.

Chains of Ice

Action

Commit Effort for the scene. Up to a Small Mob of lesser foes or a single worthy foe may be trapped in ice, with worthy foes getting a Hardiness save to resist. Trapped foes cannot perform any action which requires physical movement, and at the Godbound's discretion may suffer 1 point of damage per round per Godbound level, or 3 per level for Mobs. Foes reduced to zero hit points are either dead or numbed to helplessness at the Godbound's choice. Trapped foes may make a Hardiness save at the end of each of their rounds to break free; if successful, they can act again during their next turn.

Ice Sculptor

Action

Commit Effort for the scene. As an action, the Godbound can conjure up to a twenty-foot cube of ice or snow in whatever shape they desire. If made into a barrier at least a foot thick, it absorbs three times the

Godbound's level in damage before a creature-sized hole is punched through it, and lesser foes cannot harm it unless they have specific tools or heat sources suitable for doing so. The structure will last

permanently in sub-freezing environments, otherwise collapsing in a day and melting away entirely in two.

Maw of Winter

Instant

Once per fight, at the Godbound's discretion, when the Godbound kills a living creature or Mob they gain its maximum hit dice as bonus hit points. If the Godbound's new total is higher than their normal maximum, any excess points are lost after the fight.

Snowrunner

On Turn

Commit Effort. The Godbound and any allies within ten feet when the gift is used become capable of passing through ice or snow as if it were intangible, and can ascend even vertical frozen surfaces as if

they were flat. While it is snowing or sleeting they may fly at twice their normal movement rate while the Effort remains Committed.

Unbroken Ice

Constant

The Godbound's hard flesh has a natural AC of 3, and their bottomless chill grants an invulnerable immunity to fire.

Greater Gifts

Fimbulwinter

Action

Commit Effort for the day. A radius of up to one mile per Godbound level is plunged into midwinter, with sub-freezing temperatures and the immediate accrual of several feet of snow and ice. Any plants in the area immediately die or enter their winter phases and almost all animals trapped there will die within days unless prepared for winter. Travel by unequipped persons is almost impossible, and unprepared and unsheltered persons will die within hours. This winter lasts until the Godbound relents or the ability is used again. Optionally, the Godbound may merely create snow storms or deposit banks of snow as desired within that range. This gift cannot be used as a miracle.

In a Light Snow, Three Thousand Worlds

On Turn

Commit Effort. The Godbound can perceive any location in the realm where there is ice, snow, or sub-freezing temperatures as if they were standing there. Their voice is audible there in gusts of icy chill, and once per day they may Commit Effort for the day to use a gift or miracle of Winter as if they were present, committing the usual Effort for its use. This gift can even reach different realms, so long as the Godbound has been in the particular location they scry before. This gift cannot be used as a miracle.

Within Those Worlds, Light Snow Falls

Action

Commit Effort for the scene. The Godbound dissociates into a gust of ice and snow, reappearing anywhere within ten miles per level where a human-sized amount of snow or ice has existed within the past twelve months. If there is an unbroken belt of existing snow or ice between the Godbound and their target location, the range is unlimited.

Entropy: Godbound of Entropy are avatars of disorder and decay, the eidolons who cause things to fall apart and ensure the center cannot hold. Matter, passions, plans… these things crumble before the Godbound's will. Yet this Word is not entirely negative, for one with the Word of Entropy can also cause it to withdraw its eroding influence from a chosen subject, preserving it in perfect and unnatural order until that favor is withdrawn. They cannot heal, but they can keep things from getting worse for that which they guard.

The Word of Entropy grants a Godbound no need for food, drink, sleep, or air, and they also seem to be functionally unaging. They can destroy any non-divine inanimate object they touch as a Main Action, or up to three cubic feet of a larger object per round.

Lesser Gifts

Disordered Minds

Action

Commit Effort for the scene and target a visible creature while nominating some purpose or action the creature is trying to carry out, whether killing a foe or proclaiming a royal edict. They will immediately perform the most harmful and disruptive action they can take in contradiction of that goal, whether an intentional miss or critically garbling the edict in transmitting it. They will be convinced they are behaving sensibly despite all argument until released by the Godbound. Lesser foes cannot resist this gift, while worthy foes can save versus Spirit to break free before each round of bungling.

Functional Lifespan

Action

Commit Effort for the scene and target a visible creature or an object or part of an object no larger than a cottage. The target is immediately degraded as if by one thousand years of normal use or exposure. Most objects will be destroyed or ruined, and non-immortal creatures will perish. Lesser foes and inanimate objects cannot resist this power, while worthy foes can save versus Hardiness to resist.

Low Impact

Instant

Commit Effort for the scene and target a visible attack or injurious event that has just happened. Harm is negated as the force drains away uselessly or the object remains undisrupted by the attack. This gift normally only applies to hit point damage or physical disruption.

Perfect Efficiency

Constant

Gain one point of Effort. Also, as an On Turn action, Commit Effort to ignore a number of points of an Uncreated's Cold Breath ability equal to half your level, rounded down, while it remains Committed.

Sap the Force

Instant

The Godbound targets a creature that has just Committed Effort for any reason. The Effort is lost and the creature must Commit it again as an Instant action if their desired effect is to come to pass. This gift can be used only once per scene on a given target.

Things Fall Apart

Constant

The Godbound's displeasure causes physical decay, dissolution, and collapse. They may use it as a magical ranged weapon out to sight distance, doing 1d10 damage. Against inanimate objects, this damage is always maximum, and can erode a sphere up to 6 feet in diameter of non-divine matter every round.

Zero Functional Lifespan

Action

Target a visible object no larger than a person, or Commit Effort for the day to target an object no larger than a large sailing ship. The object immediately decays as if aged up to one century per character level, a span usually sufficient to destroy all but the most obdurate materials or magical items designed to last indefinitely. If used against a magical vehicle, Godwalker, or other artifice that requires maintenance, the target immediately takes 1d8 damage per two character levels of the user, rounded up.

Greater Gifts

Atomized Souls

Action

Commit Effort for the day and target a visible creature. Choose one or more emotional relationships they have, or simply nominate an entire class of relationships. They and those in the relationships lose all feeling for each other, whether positive or negative, and cannot develop it again until the Godbound permits it. Lesser foes cannot resist this apathy, while worthy foes can save versus Spirit to retain their

feelings toward the other, though this sentiment may be one-sided if the other is a lesser foe.

Best Laid Plans

Action

The Godbound targets a particular plan or purpose, whether one specifically known to them or merely a hypothetical goal. They immediately get an intuitive sense of the most useful act they could presently take toward promoting or hindering this goal, according to their wishes and the GM's best judgment. They may not understand why this action would be so helpful or harmful to the goal, and the act may be difficult for them to perform, but it will always be very helpful or harmful in turn as they intend. This gift cannot be used as a miracle. This gift cannot be used again on the same or a similar topic until the action has been taken or seriously attempted.

Undisrupted Order

On Turn

The Godbound focuses on maintaining personal coherence, and gains an invulnerable defense against all physical harm or physical alteration until the start of their next turn. Using this gift a second or further time in the same scene requires that Effort be Committed for the day each further time this gift is used. Note that this gift is an On Turn gift rather than an Instant one, so it must be used on the Godbound's turn.

----------------------------------------

Mimil, Archmage Of Fate

Level: 1

XP: 0

Dominion Banked: 0

Dominion Spent: 0

Chosen Words Of Creation:

Lore

Magic

Fate

Magic: This is the old, ancient word that was used by theurgists of old, before the fall of the mighty empires, the magic that forged realities and created impossible made gods and monsters. Its secrets have long since been thought lost, but perhaps the right environment or research could reawaken it.

Magic can do miracles to alter the properties of spells, create variations in spells, spot all types of spells, and modify low magics. Note that they do not have broad control over divine gifts- other words do not count as spells. Theurgy modification is at GM discretion.

Godbound affiliated with the Magic Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells. They also have an invincible defence against low magic, and all theurgy below that of the throne, though even this they always can save against.

Lesser Gifts

Adept of the Gate

Constant

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

Adept of the Way

Constant

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

The Excellent Pause

Instant

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

Perfection of Understanding

Constant

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

Metamagical master.

Instant

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

The Will that Burns

Instant

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

Wizard's Wrath

Instant

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

Greater Gifts

Adept of the Throne

Constant

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

God of the Lesser Paths

Action

Commit Effort for the day. The land you designate within a ten mile radius is altered in terms of how it's low magic applies for any type of low magic you have observed in spent an hour exploring with a practitioner, changing it at your will from easy or hard to learn and use. It is always a plausible or improbable change to teach your chosen types of low magic with dominion or influence and the elemental nature and breadth (with an increase or decrease of up to 20 feet in range) of low magic can be freely altered in the area as with the metamagical master gift.

If applied as a gift and not used as a one-off miracle, the persistent magic counts as a feature or problem (if the area relies on low magic) for the land that though it cannot be sacrificed in the case of a lost Conflict it was involved in. Worthy foes can save vs spirit to cast a low magic spell of choice.

Archmage above archmage

Constant

Your power as an archmage is indisputable. You have an intuitive awareness of all publicly known low magic, mages, theurgy and eldritch in communities you rule or administer, and can share magical secrets and knowledge freely with any magic users who you have shared names with within your lands, and freely talk to them (though they cannot talk back, except to share magical secrets and knowledge).

You gain an extra free point of Dominion every month, though you can only spend these points on the creation or modification of magical spells, items and traditions. This Dominion cannot be spent on the creation of artifacts. Newly created Godbound do not begin the game with any points.

Lore: Lore is the Word of understanding. All that mortal scholars know is within the purview of this Word, along with secrets of the past and present. The Word of Lore cannot penetrate the veil of the future, but it can reveal almost anything of the present world. Deep mysteries of a campaign world cannot be pried loose, however.

Facts or events perpetrated by someone with the Word of Deception/Trickery allow their enactor a Spirit saving throw to conceal events from the Word of Lore.

Heroes with the Lore Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead.

Lesser Gifts

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.

Did you know this story is from Royal Road? Read the official version for free and support the author.

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.

Greater Gifts

Disclose the Flaw

Instant

Commit Effort for the scene and choose a target, either creature orinstitution. 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 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.

Fate: The celestial engines grind out probabilities and likelihoods for the denizens of the world below. There is choice for the living, but some are so penned in by circumstance and their own natures that their destinies are practically certain. The Godbound who binds Fate has mastered those spaces of ambiguity between the certain and the impossible. They can make near impossibilities a fated certainty for a person, or find the gap through which they might escape an otherwise inexorable doom.

Miracles of Fate decree future results for the Godbound and other creatures and steal the fates of others for the Godbound to inhabit. They clip causality, unlinking acts from their consequences, and they exempt the Undestined from the results of their unwiser choices.

The Godbound is master of their own will. They have an invincible defense against mental influences or mind-reading, and may cause attempts at the latter to return any results they wish

Lesser Gifts

Cut the Consequence

On Turn

Commit Effort for the scene. The Godbound's current round of action is totally ignored by all around them, with no memory of it or reaction to it save that of immediate self-defense. Even scrying or recording won't catch the Undestined's deeds while under this effect. Worthy foes can save versus Spirit to notice the Godbound's actions.

Drawing Out the Line

Constant

The Godbound is fated to survive their perils. Their base armor class becomes 3 and they cannot be surprised.

Persistence of Being

Instant

The Undestined is immune to any effect that would kill them directly, without inflicting the requisite damage. Thus death spells, lethal poisons, petrification, or other instant-death effects cannot touch them. Non-lethal side effects may apply normally. As an Instant action, they can Commit Effort for the day to negate a blow or magic that would kill them some other way, but they can do so only once a day.

Read the Signs

Action

The Godbound can look at a person and 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 fate in the next year is obtained, along with their maximum hit dice total or character level.

Someone Else's Name

Action

Commit Effort for the scene and target a visible person to strip their destiny from them. Those who know of the victim will no longer recognize them or believe they are who they claim to be, even if the circumstantial evidence is overwhelming. The victim can try to make a new life, but they can't get their old life back until the Undestined releases them. Worthy foes can save versus Spirit to resist this power.

Strike the Fetters

On Turn

Commit Effort for the scene. All allied creatures in sight are freed of any mind-affecting effect or magical curse. If Effort is committed for the day, these subjects become immune to one mental effect or mind-affecting gift of the Godbound's choice for the rest of the scene.

Greater Gifts

Consume the Name

Action

Commit Effort for the day and choose a lesser foe or fresh human corpse in sight. The target vanishes as the Godbound assumes their identity and natural destiny. They can use either the targeted creature's attributes or their own, but retain their natural hit points and character level. They have an invincible defense against any magical attempt to detect their imposture except for the inspections of the Fate Word itself. They automatically know everything the target knew, though they may have to focus on particular topics to dredge up the knowledge.

This imposture ends when the Godbound drops it or as soon as they Commit Effort for any reason. Once ended, the original target reappears where they were when this gift was first used, if they were alive, knowing nothing of what transpired since. Corpses never reappear. Once the Godbound has consumed a name they may readopt the persona at will by Committing Effort for the day, but they can't adopt the same name twice in a single day. When the name is re-adopted, the original subject vanishes once more, assuming they're still alive, and again returns at the power's end.

Fade Into Fate

Action

Commit Effort for the day. The Godbound dissolves into the present situation, becoming a faceless, overlooked member of some group of two or more people present: guards, gawking onlookers, undead legions, or even their own party of allies. They cannot be targeted or affected by any attack or power, and their original presence is forgotten, but they share the fate of the group. If the entire group is killed, they manifest next to one of the corpses with 1 hit point remaining.

The Godbound may remain submerged in the group for up to one day, emerging at last in some place near a member of the group. While submerged in the group, they can take no action but get a general idea of what the group is doing and where its members are. Worthy foes can make a Spirit saving throw not to forget the Godbound was present, but actually forcing them back into their presence requires an appropriate miracle of dispelling or the extermination of the group.

Revise Destiny

Action

Commit Effort for the scene. A particular creature in sight may have its destiny dictated in detail for up to one week per level of the Godbound or a single fated event or indefinite condition decreed for some point in the future. Wildly improbable events and choices cannot be dictated, but unlikely ones may be made certain, including an untimely death. If the target is a worthy foe or the destiny described requires the involvement of worthy foes in its execution, those involved get a Spirit saving throw to defy their role in the imposed fate.

----------------------------------------

Fransica, The Revived Queen

Level: 1

XP: 0

Dominion Banked: 0

Dominion Spent: 0

Chosen Words Of Creation:

Command

Health

Trickery

Command: The Word of Command speaks of obedience, leadership and rule. Godbound of Command can compel the submission of others to their will and the acceptance of their rulership, but they cannot touch the hearts of those they command. While enthralled subjects will carry out orders meticulously and rationally, they will not exert their own initiative unless they agree with the Godbound's desires.

Heroes with the Command Word may set their Charisma score to 16, or 18 if it's already 16 or higher. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.

Lesser Gifts

Chain Of Command

On Turn

You can spot the true leader in any group or social context. In addition, you may Commit Effort and 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.

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.

Hearts and Minds

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 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.

Greater Gifts

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 Huge 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.

Health: Bread, children, and health; these things are ever in the prayers of the people. The Word of Health offers one of these at least, banishing illness and putting aright mismade flesh. Miracles of Health can banish plagues and cure injuries, though gifts are generally needed for large-scale workings save in relatively minor feats of healing. Vengeful demigods of Health can also inflict the same plagues they might cure.

While potent, powers of healing often demand much from the reserves of those who would benefit by them. Some gifts require those healed to Commit Effort for the day to absorb the healing energies. NPCs and others without listed Effort scores can be assumed to be able to benefit from such healing once a day at most.

Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it's already 16 or higher.

Lesser Gifts

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

By 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.

Greater Gifts

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.

Trickery: The first celestial shards could not be acquired with legions of invulnerable made gods. Before eldritch could forge unstoppable armies to loot the heavens, thieves using trickery stole them, hiding from monsters mightier than any mortal to gain their limitless wealth.

The arts of Trickery are those of stealth, illusion, and lies. A masterful trickster is skilled at detecting impositions as well as uttering them, and their miracles may have to do with revealing deceit as well as impressing it on the minds of others. Gifts of stealth always apply, but stealing a protected possession of a foe or attacking or affecting them tends to risk discovery, and supernatural senses and damaging attacks can reveal you if they beat you at an attribute check or hit you.

You can share the benefits of your deception and stealth with your companions, though the most exceptional feats must be done by you. In general, you get one big hit- an ambush, a thievery. Once you act aggressively against a mighty worthy foe, you cannot do anything more to them again without them getting a chance to retaliate during that scene- even if you stealth away and re-emerge, they can attack you on any round you attack.

Heroes with the Trickery Word may raise either their Dexterity or Charisma to 16, depending on whether they favor stealth or lies. If either score is already 16 or higher, they may set it to 18 instead.

Lesser Gifts

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 Trickery 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 Trickery 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 useable 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.

Greater Gifts

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 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. 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 behavior.

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.

A Heist that Rocked the World

Instant

Commit Effort. 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.

----------------------------------------

Merse, The Warrior Queen

Level: 1

XP: 0

Dominion Banked: 0

Dominion Spent: 0

Chosen Words Of Creation:

Blade

Permanence

Grace

Blade: Blades masters in the fallen empire spent decades meditating on their blades, to come to a conclusion. War is an inherent part of the universe, and they were the embodiment of it. And it was their duty to take it to heaven.

The Word of the Blade is that of melee combat, of direct struggle between the Godbound and their foes. Miracles of the Blade involve unerring strokes, tremendous blows, or marvellous escapes from harm in battle. While potent, these miracles do not work at range.

Heroes with the Blade Word treat all their weapon or unarmed attacks as magical doing 1d10+1 damage, cannot be disarmed, can summon any melee weapon they've ever used immediately to hand as an Instant action, and their melee attacks never harm any opponent they do not intend to harm.

Gifts Of Blade:

Lesser Gifts

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 around you, 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.

Greater Gifts

The Red Hand of God

Action

Commit Effort. You 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.

Permanence: When venturing into the worst areas of uncreated night and heaven, this word provided an unbreakable defence against all physical horrors, making their bodies permanent and unbreakable. A Godbound graced with this Word is fearsomely difficult to harm physically, but the Word cannot deflect mental or spiritual damage sources or compulsions, like a Knowledge Divine Wrath or a Command compulsion.

As a guide, if it would involve a Spirit save then Permanence can't stop it. Its miracles can't extend immunities to others unless noted otherwise. Heroes of Permanence need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it's already 16 or higher.

Gifts Of Permanence

Lesser Gifts

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 defense.

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 defense 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.

Greater Gifts

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.

Grace: The Word of Grace is the Word of charm, beauty, and finesse. Its engines lubricate tensions in the vast political arenas across Creation. Its miracles can ensure that even untrained servants at an event are graced with immaculate manners, or that even amateur performers play their instruments perfectly.

Heroes bound to the Word of Grace must choose whether they are socially or physically blessed with grace. They may set either their Dexterity or Wisdom to 16, or 18 if it is already that high.

Gifts Of Grace:

Lesser Gifts

Courtier's Discerning Glance

Instant

Choose a target NPC and choose a single action, question, or statement that you could make. The GM informs you whether the target will react positively, in a hostile manner, or in some other way. This gift can only affect the same NPC once each scene, and has no effect against those bound to Grace or Deception.

The Delicacy of Lightning

Constant

Your movement speed is a minimum of 60 feet per movement action. Commit Effort for the day to move as an Instant Action, disrupting any attacks even after they have been rolled.

Charm of the Viper

On Turn

Commit Effort. While Effort remains committed, the GM treats all reaction rolls or rolls to parley with intelligent creatures (Pg. 144 of the Godbound roleplaying game) as having rolled a result of 12. Worthy foes may save versus Spirit to react normally.

Shield of Grace

Constant

Your natural AC becomes 3 and can no longer be improved by shields or armor. You gain an invincible defense against mundane traps, grappling, being tripped or being disarmed.

Crushing Knock

On Turn

You slip any binds, defeat any lock, untie any knot, or disable any mechanism crafted by mortal means with a touch. Commit Effort for the scene to affect objects created by supernatural means, such as through a spell, theurgy, or divine gift. You may also remove some or all of a foe's armor within your weapon range using this gift as an action. Worthy foes can save versus Evasion to resist.

Scattered Sunlight

Constant

You have an invincible defence against falling damage, paralysis, or losing your balance. By committing Effort, you may move freely across any surface regardless of incline, ignore terrain hazards, or stand on any surface at least the width of a branch which can support a feather's weight.

Greater Gifts

Gracelessness

(Smite) Instant

Commit Effort for the scene. A target within sight immediately fails the action they had been attempting to perform, tripping and falling if walking, failing a saving throw, or missing a foe with an attack. Effort must be committed for the day if that action benefits from a divine gift.

Infallible Grace

Constant

You may always reroll a natural 1 on rolls modified by either Dexterity or Wisdom, depending on the ability affected by Grace's intrinsic power. As an instant action, commit Effort for the scene to treat any Dexterity or Wisdom based roll as a success.

Strike the Imperishable

Constant

You can discern the locations of invisible or intangible creatures and see ongoing magical effects. You may make weapon attacks or use your Fray die against such creatures as normal. You may also defeat magical effects as an action; however, those fueled by a divine gift or theurgy require you to commit Effort for the scene.

----------------------------------------

Sasha, The Living Saint

Level: 1

XP: 0

Dominion Banked: 0

Dominion Spent: 0

Chosen Words Of Creation:

Plenty

Strife

Angelic

Plenty: Once merchants travelled from world to world, their word law, trading goods, buying rare components, and forging a society that could make even the impossible, made gods. In time, the power that let them do that was broken, but perhaps the mightiest of users of wealth could reawaken this power.

Plenty is the Word not only of gold, but of prosperity of all kinds. Steady pay, full larders, warm clothes, and sturdy roofs are the purview of this Word. Some of its powers interact with the Faction system on page 134, giving blessings or curses to whole cities or nations. Some gifts of Plenty allow the creation of non-magical objects, and a hero can use these powers to create great sums of gold or other precious materials which last forever. As a general rule, these gifts can be used to create enough wealth to accomplish any immediate end desired, but the inflation caused by such a sudden rush of fist-sized jewels will make further artificial wealth expenditures in the area useless for some time. A hero who operates more slowly, using the gifts to create actual objects of practical use, does not cause this sort of inflation. Such created wealth is useless for the purposes of exerting Dominion, and cannot be spent for that end.

Heroes with the plenty Word are never short of money, and can always afford anything that costs 1 Wealth or less, 4 if they use their gifts. They always have sufficient food, drink, and clothing for themselves and their companions, drawing it from nothingness if necessary. They can instantly judge the value of any item, and see what others value in terms of wealth.

Lesser Gifts

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.

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 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.

Greater Gifts

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.

Strife: The Word of Strife governs the universal principle of conflict. While its most obvious use governs the Martial Strifes, it also holds sway over all opposing forces in Creation, giving those bound to it very broad control over Strife as a whole. Miracles of Strife may enflame or end hostilities, provide weapons and armor, and alter the way that Strife Gifts function in the Godbound's presence

Those bound to the Word of Strife may learn True Strife Gifts for 1 Dominion point less, spending only a day to learn each Gift, and are automatically able to combine Gifts from different Strifes, even if they have not mastered a Given Strife. Once per scene, they may use a Strife Gift without paying its Effort cost

Lesser Gifts

Boon of Eris

Action

Commit Effort for the scene and target a creature you can see. You may choose one of the following effects, which lasts until the end of the round: all attacks against that creature hit except on a roll of natural 1 or all attacks against that creature miss except on a roll of natural 20. Creatures who automatically hit with their attacks must roll against the designated target, though Gifts and abilities that directly deal damage - such as Smites - are not affected

Every Broken Enemy

On Turn

Commit Effort: for as long as the Effort remains committed, when you reduce an enemy to 0 HD, you may deal the overflow damage to every applicable creature within your attack range, sparing those you choose

Master of Strife

On Turn

Commit Effort for the scene: you may only be affected by True Strife Gifts or Lesser Strife abilities if you wish to be until the end of the scene. Worthy foes may make a Spirit save to resist each time they attempt to use a True Strife Gift against you, though succeeding the save does not end the Gift

Nothing Left to Chance

Action

Commit Effort for the scene and dictate the outcome of a conflict between two creatures or forces happening in your presence. The result you dictate must be physically possible, cannot involve bringing the dead back to life, cannot involve any creature or force outside of the conflict, and worthy foes may make a Spirit save to resist your desired outcome. While the simplest use of this Gift is to resolve a conflict between two people, it may also be used to resolve less straightforward conflicts, such as a fireman fighting to extinguish a blaze, a hurricane attempting to rip a tree out of the ground, or even a man struggling with his own inner turmoil

Tempers Flare

Action

Commit Effort for the scene: you may cause conflict to erupt where there was none or cause existing conflicts to escalate. The conflicts you start from nothing cannot affect more than a vast mob's worth of creatures, though those creatures may attempt to convince others to join through mundane means. If you escalate an existing conflict, any number of creatures already involved in it may be spurred to take whatever measures you demand of them in an attempt to best the other party, though these actions must be physically possible for the creatures involved. Worthy foes may make a Spirit save to resist the effects of this Gift, and even lesser foes who are uninvolved in the conflict may attempt to ease the tensions between those involved

Unrivaled Battle Sage

Constant

Your armor class is always at least 3 and your unarmed and weapon attacks always deal at least 1d10 damage.

Greater Gifts

Halt the Blade

On Turn

Commit Effort: for as long as the Effort remains committed, prevent all damage from a single source of harm. This source of harm must be specific: you may prevent a single spear from dealing damage, but may not negate damage from all spears. Likewise, you can negate the damage that might be dealt by a single ability used by a specific creature, but that does not prevent the rest of that creature's attacks or abilities from dealing damage, nor does it prevent other creatures from dealing damage with the same ability. If the Effort is reclaimed or this Gift is dispelled, this Gift cannot prevent damage from the same source until the end of the scene

The Inevitable Result

Action

Commit Effort for the day. A conflict in your presence resolves itself in the manner that you see fit. You may dictate the outcome of a fight, declare the result of an argument, or determine the conclusion of a contest, and even battles may be ended in the manner that you wish. Worthy foes involved in such conflicts may make a Spirit save to resist your desired outcome, although lesser foes will still be affected. The desired result must be physically possible, cannot involve bringing the dead back to life, and even lesser foes may make a Spirit save to resist if the resolution is wildly out of character for them

A True Warrior Needs No Sword

Action, Smite

Commit Effort for the day. All damage that would be done to any creature in your presence is negated this round. This includes damage that has already been dealt this round, preventing any creatures who were reduced to 0 HP this round from dying. Lesser foes may not harm the target further until the end of the scene, while worthy foes may make a Spirit save if they wish to continue hostilities

Angelic: You are an angel of heaven, a soldier of the Heavenly host and messenger of the lord. You exist as the power of both authority and servitude exuding the divine awe for all to behold and the terror to your foes.

When you defeat an enemy or perform a Smite action you may make any remaining creatures roll a morale check, only once per scene for worthy foes. You may set your Wisdom score to 16, or 18 if it's already 16 or higher.

Lesser Gifts

Great Wings on a River of Light

On Turn

Heavenly wings cast great impossible illuminations revealing your holy nature. You have wings, and can fly at twice your normal ground movement rate. Commit Effort for the scene to instantly know the location of all where light is touching within a mile. As an action, teleport and emerge from any fully illuminated area. You cannot move more than ten miles total in any one hour.

Cataclysm's Horn

On Turn

Commit Effort for the scene. Whether by the beating of wings or a heavenly chorus cause one visible non-magical structure, up to 20 x 20 x 20 feet per level in size, to disintegrate or collapse. You can collapse larger non-magical structures a piece at a time. The collapse can be destructive, inflicting 1d20 damage on all inside, or controlled to leave those within unharmed.

Shield of Wing

Constant

Your wings are the shield of heaven and all that is holy, they hold all but the most mighty at bay no matter where struck the shield stands firm giving you a natural AC of 3. As an On Turn action Commit Effort to reduce or increase a visible target's AC by 1 until the Effort is reclaimed, worthy foes may make an Evasion save to resist for the round. This Gift cannot lower a target's AC below -1.

Heavenly Artillery

(Smite) Action

You are the signal for the great trumpet of destruction. Let your song be heard, choose a point within sight; every desired target within 100 feet suffers a 1d6 damage die per character level of fire and sound damage as thundering light envelops them. This ability can penetrate through any thickness of non-magical structures leaving no harm to the structures in order to reach any covered targets.

Divine Wrathful Barrage

Instant

Make a single armed or unarmed attack. If the blow hits Commit Effort for the day to make two additional single armed or unarmed attacks against the same target.

Faithful's Chorus

Action

Commit Effort. You are able to tune in and listen to the prayers of the faithful even if they are not of your faith within a mile. You gain a general sense of what their prayers entail and to whom they are praying to. However, the one being prayed to will get a sense of this intrusion though they won't be able to discern by whom or where. You have an invincible defense against mental influences or mind-reading while the Effort remains committed.

Greater Gifts

Blood from the Grail

Constant

Flowing through your veins is the blood from the divine itself. Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. As an action, Commit Effort for the day to heal 1d4 per character level points of damage.

Host's March

(Smite) Action

Commit Effort for the scene. You are a member of the Heavenly host as such where you march so does its numberless might and great Wrath. Attack all desired foes within sight for a 1d12 damage die.

Lord's Eye

Instant

Gain a heaven's view of a mile per character level around you, gazing swiftly enough to immediately spot particular individuals or things you might be looking for penetrating through any non-magical barriers. You can focus on individual locations within that mile, perceiving the area around the location as if you were there, seeing and hearing all around you.

----------------------------------------

Primera, The Fey Queen

Level: 1

XP: 0

Dominion Banked: 0

Dominion Spent: 0

Chosen Words Of Creation:

Faerie Queen

Bow

Superlative Mortal

Faerie Queen: You are the queen of the Fae, or are some other great paragon of such faerie-kind as exist in the campaign world. You have profound influence over the wills of others of your kind and are acknowledged as a dread power among your uncanny folk.

Your Charisma is automatically raised to 19, granting you a +4 Charisma modifier. You are susceptible to some substance inimical to fae, however, such as cold iron, salt, or items consecrated to a particular religion. When used as a weapon against you, no gift you wield can be used to negate the damage of such an attack. If you are made to suffer from this weakness in a game session, gain one extra Dominion point as part of your session rewards.

Gifts Of Faerie Queen:

Lesser Gifts

Maker of Bargains

Constant

When you make a bargain with another, you may consecrate it with your authority. This bargain cannot be compelled with magic, but it may be coerced with more mundane inducements. If you carry out the letter of the bargain fully, your counter-party must likewise obey the letter of the bargain or be cast into your power. A deal-breaker may be killed instantly if you so wish, or visited with whatever curses or misfortunes you find appropriate until you grant them mercy.

Queenly Eloquence

Constant

You can communicate with any creature, intelligent or otherwise. When speaking to animals, they respond as if they had human levels of intelligence. Normal wild animals will never attack you or your companions unless provoked, and will obey non-suicidal commands.

Royal Grace

Instant

You exude flawless perfection, and have an invulnerable defense against appearing dirty, awkward, or incapable. As an Instant action you may Commit Effort for the scene to succeed at an attribute check.

Sans Merci

On Turn

Commit Effort. Your gaze and presence becomes a heart-rending weapon doing 1d10 emotional damage to a visible target on a successful hit. If the target is reduced to zero hit points, they regain 1 hit point and become your utter thrall for 24 hours, performing even suicidal acts. The use of this gift is clearly magical to onlookers.

Swift Servitor

Action

Commit Effort for the scene. You beckon a fae servant with hit dice equal to twice your level, up to a maximum of 10, an AC of 5, a hit bonus equal to their hit dice, 1d10 magical attack damage, a flight movement rate of 30', and a Morale of 12. This fae servant is impervious to non-magical weapons, may appear in any plausible form you wish, and will serve you intelligently and with absolute obedience. You may have only one such servant summoned at once. If slain, the

servant vanishes, but it or a different servant may be called up again.

Wild Huntress

Action

Summon terrible faerie steeds for yourself and your companions. These steeds can ride twenty miles an hour, and their riders never grow weary, thirsty, or hungry. They can cross any terrain, solid or liquid, and natural beasts will flee them. If you are hunting a particular creature that is not concealed by divine magic, the steeds will instinctively ride toward the target's location. The steeds automatically move at least slightly faster than any creature they chase, pursuing it through land, water, or air. These steeds can be slain by any magical damage, but may be easily summoned again.

Greater Gifts

Elfland's Crown

Constant

All others of your fae kind are absolutely obedient to you. Lesser foes must obey even suicidal commands, while worthy foes can Commit Effort for the day to reject your commands for the next 24 hours. Doing so automatically inflicts your level in damage on them, however. Such rebels automatically fail any saves against your gifts and are automatically hit by any attacks you make on them. They may still Commit Effort to auto-save, however, if such is an ability they possess.

Love Me and Despair

Action

Commit Effort for the day to shine with a terrible and devouring glamour. All lesser foes within 60 feet become your helpless thralls, forced to obey any command not suicidal or utterly unthinkable to them. Worthy foes must Commit Effort for the scene or be equally enslaved, and even they must Commit Effort for the scene during each round in which they wish to attack you or use a hostile power against you. This spell is broken if you directly attack one of the targets. This enthrallment ends after a full hour outside your presence.

Queen of Air and Darkness

On Turn

Commit Effort to mantle yourself in dread authority. While Effort is Committed, lesser foes cannot initiate violence or hostile power use against you, though they can do so if you have directly attacked them in this scene. While this gift is active, you may Commit Effort for the

scene as an Instant action to negate any single mental or emotional attack or instance of harm you would otherwise suffer.

Bow: The Bow Word includes all divinities of ranged combat, whether with bow, hurled spear, pistol, rifle, thrown dagger, or a flung lightning bolt. Heroes with the Omnipresent Reach gift may not actually use a physical weapon at all, instead hurling bolts of some appropriate energy. Such bolts may do elemental damage if the hero is aligned with such Words, or they might be physical blasts of concussive divine force. Miracles of the Bow involve impossibly accurate damage delivered over enormous distances or the cursing and condemning of another's

attempt at a ranged attack. Note that the benefits granted by gifts of the Bow apply only to projectiles and other weapons or bolts called forth by the gifts of this Word. They don't apply to other ranged attacks from other Words or to magic that just happen to be delivered at range, such as the Divine Wrath gift allowed to all Words.

Heroes with the Bow Word never run out of normal ammunition. They may instantly call ranged or throwing weapons they've used to their hands over any distance, and their ranged weapon attacks never harm any target they did not intend to hurt. Their ranged attacks always count as magical for purposes of overcoming defenses.

Gifts Of Bow:

Lesser Gifts

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 pistols and rifles of the Bright Republic work for you even in the absence of an etheric node's stabilizing effect.

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.

Greater Gifts

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.

Superlative Mortal: You are an exemplar of human capacity, honed to a superlative edge by obsessive training, augmented genetics, or blind chance. All attribute scores are raised to 16, 18 if they are already at 16. While you are a mortal human, strictly speaking, your own superlative gifts allow you to use all the normal rules appropriate to a Godbound, including Divine Fury and Committing Effort to succeed at saving throws. If you are bound to additional Words, it is probably through some special artifact you can't lose or some unique magical blessing conferred on you.

Gifts Of Superlative Mortal:

Lesser Gifts

All Natural

Constant

You have tuned your natural abilities to be "invisible" to magical countermeasures. Your gifts and miracles of the Superlative Mortal Word cannot be defensively or offensively dispelled and do not register as magical to powers that detect such things. They are not affected by the

Cold Breath ability of Uncreated foes or by empyrean wards. Your Influence or Dominion spends that are Plausible and based entirely on Superlative Mortal capacities ignore mundus wards.

Mortal's Luck

Instant

When an attack or effect would bring you below 1 hit point or cause your instant death, you may Commit Effort for the scene to negate it as you dodge or otherwise avoid its full effect.

Off the Walls

Constant

Through agility or expertise your natural Armor Class becomes 3. You can climb sheer surfaces at your normal movement rate, leap vertically for half that distance, or leap horizontally at your full movement.

People's Champion

Constant

Your contacts are tremendously useful. You gain bonus Influence equal to your character level and an extra point of Dominion each month, though this Influence and Dominion can only be used on Plausible changes that could be aided by contacts and allies in your background or adventures. You can always find a local contact appropriate to your background if it's remotely plausible, and this contact will always be able to offer as much help as a normal human in an important position could offer.

Trained Aim

On Turn

Commit Effort for the scene. Your hit rolls for the rest of the scene are all rolled twice, taking the better result.

World's Greatest X

Constant

Pick a profession or role, such as "scientist", "thief ", "detective", "general", or so forth. You automatically succeed on all attribute checks related to that role that could in any way theoretically be achieved by a human being, and summon any appropriate portable equipment to yourself as an on turn action. You may take this gift more than once. By committing effort for the scene you can change your profession, once per month or session.

The A Team

Constant

You can grant two facts to a chosen ally per level, allowing them to support you in whatever capacity you chose. This fact must be suitably narrow, and not as superlative as your own abilities, on the level of a common mortal fact. As your levels increase, you can empower more people giving each 2 facts.

Greater Gifts

Human Grit

Special

With five minutes of rest, restore your hit points to half their maximum, rounded up, if they are currently less than that total. As an Instant action once per day, Commit Effort for the day to recover half your maximum hit points instantly, rounded up.

Indomitable Will

Constant

Your unbreakable determination leaves you with an invulnerable defense toward mind-affecting or mind-reading powers and a tremendous capacity for focus. Once per scene, as an Instant action, treat a hit roll, saving throw, or attribute check as an automatic success.

Street Sweeper

Constant

Your expertise or determination makes your attacks count as a magical weapon doing 1d10 damage. Your normal attacks always hit lesser foes, and single lesser foes or those in small groups cannot harm you with their non-magical normal attacks or non-magical special abilities. If lesser foes are in a Mob, their attacks and abilities can harm you.

Wealthy Industrialist

Constant

Your skill at business and trade grants you exceptional wealth and access. With at least a week to set up in a community, you have real wealth available up to twice your level, up to a maximum of ten, with the ability to requisition equipment, property, and once per scene up to a small mob of labourers for whatever purposes you desire, them arriving immediately after summoned.