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Showing posts with label Gifts. Show all posts
Showing posts with label Gifts. Show all posts

Wednesday, February 5, 2020

Godbound: Refluffed Gifts

The Godbound manual state that "you can spend 2 points to learn a lesser gift from another Word if you can explain how your own powers are creating that effect." So there's quite a bit of potential for refluffed Gifts in there. Personally I think Fate, Luck and Time are the most powerful Words in term of their ability to incorporate the Gifts of others into themselves but that is neither here nor there.

Mist On Water (Alacrity)

This is the power to move fast and unimpeded by matter. While associated with Alacrity, there are many other words which could allow this kind of power as the key elements of the gift are rapid re-positioning and ignoring physical matter.
  • Fast As Wind (Sky)/Earth Glide (Earth): The Word of the Sky embodies the air and open space, so holding it down isn't easy. The Godbound of Sky dematerialize into either a burst of air and crackling lightning and reappears where he needs to, ignoring matter wherever he goes. While the Earth is considered a slow element it is certain one which is omnipresent and difficult to impede. By warping earthly matter around himself, the Godbound can rapidly travel, phasing through matter.
  • The Traveler's Path (Journeying): A Godbound of the Word of Travel generally has power over long distance movement but, with sufficient mastery of their power they can extend and fine tune their gifts. The Godbound of Journeying cannot be impeded by matter.
  • Form of Mist (Shapeshifting): The Godbound's mastery over their own form allows them to flow in and out of matter akin to a fine, particulate mist.

The Storm Break (Alacrity)

This is an Alacrity Gift which allows the Godbound to Commit Effort to gain a bonus round before the initiative order. Its a very powerful Gift but it is also one whose mechanics are so simple that it can easily be refluffed:
  • The Warrior's Edge (Sword, War or Peak Human): The Godbound is so innately gifted and blessed in the ways of the warrior that he can never be truly taken off guard. Such is his skill that he can act in the blink of an eye, reacting to any and all combat scenarios.
  • Split Second (Fate, Time): Either through their connection to the Word of Time or Fate, the Godbound is able to perceive events a few mere seconds into the future and immediately react before they come to pass.
  • Perceived Patterns (Knowledge): The Godbound's knowledge is so vast that it come with a massive understanding of any and all possible scenarios, at least on some fundamental and instinctual level, allowing him to react within split seconds.

Deceiver's Unblinking Eye (Deception)

The power to spot lies isn't solely restricted to that of the Word of Deception. There are many ways to grasp that something is a lie without oneself being a complete and utter liar.
  • Scent of Lies (Beasts): Even animals are known to use deception to achieve their end and the Godbound of Beasts can spot lies and deceptions, apex of beasts that he is.
  • Light of Truth (Sun): The Word of Sun has power over truth, vision and purity and this is embodied by this gift which makes it nearly impossible to lie to someone bound to its power. Even the most minute of lies can be perceived.
  • Know The Liar (Knowledge): The gifts of the Word of Knowledge come with such an understanding of words and others that lies can be easily spotted for what they truly are.

Sunday, September 23, 2018

Godbound: Antipriests of the Atheocracy, Part 2

The greatest of the Antipriests of the Atheocracy are twisted and perverted by the angelic artifact known as the Pyre: not because it is an engine of corruption and malevolence but simply because their mortal frames are unfit to survive it's power unscathed. These individuals may be broken but they wield deadly gifts able to sunder divine power.

The dead priest by vaernim.

Scars of the Pyre

The Pyre burns away. It break and shatters and it unmake the weak minds and bodies of those who dare enter it. It take years upon years of mental and physical preparation to enter it without being instantly destroyed and the preparations are as grueling as the exposure. In spite of their claim of being 'enlightened by reason' there is very little about the preparations which is logical or sane: hours of meditation followed by months of fasting followed by self-mutilation in order to dull oneself to pain is part of the hardest regiment of preparations undergone by Antipriests. Even then it requires an iron will and unbreakable spirit to emerge with a functional mind.

D20
Physical Scars
Mental Scars
1
The eyes of the Antipriest have been burnt out by the Pyre, leaving them with empty sockets. They somehow retain a crude form of sight.
The Antipriest is haunted by fleeting visions. They cannot recall or explain them but it make them paranoid and skittish.
2
The Antipriest's hair has been permanently burnt off their body. Scars mark the area where hair once grew on their body.
The Antipriest cannot feel raging anger anymore. They remain cold and methodical at all time but they will take too much time to lash out if attacked.
3
They have no teeth in their mouth, which have violently exploded during their time in the Pyre. They might have prosthetic teeth.They feel no love or compassion whatsoever and are coldly cruel in their methods. They do not see people as living, thinking beings anymore.
4
Horrific third-degree burns mark the body of this Antipriest. They likely have clothes which help conceal the worst of them.They have a constant haunted look on their face, as if experiencing constant existential dread and fear.
5
Scars mark the spine and back of the Antipriest. These are easily hidden by clothes and even some makeup.The Antipriest appears constantly on edge and nervous and will often lash out at others. They are pathologically confrontational.
6
The Antipriest walk with a limp, as one of their legs is less responsive than the other due to neurological damage.There is a constant stutter and confusion in their speech which is unrelated to their actual intelligence: they just seem to have a hard time forming words.
7
The Antipriest's hair has turned completely white from the shock of exposure to the Pyre. In some cases they may have aged a decade or two.The Antipriest will constantly be scratching some part of their body to the point it may bleed. If that's the case they will switch to another part.
8
Ugly scars mark the Antipriest's back: these aren't from the Pyre itself but from years of self-flagellation in preparation.The Antipriest is unable to express emotions in their face anymore, even if they are able to feel them still.
9
Their tongue is covered in scars. They can't taste anything anymore or, alternatively, can only taste a single flavor.They constantly feel the need to mutter and recite Lomite mantras to keep themselves composed.
10
One of their hands is blackened and twisted, as if it got burnt touching something impossibly hot.The Antipriest emerged from the Pyre smarter..but also more cruel. They have a twisted, alien intelligence to them which delight in torture.
11
The Antipriest's body was broken by the Pyre but advanced theotechnical wonders salvaged by the Atheocracy saved them, They have small metal rods jutting from articulations.The Antipriest no longer feel any fear at all, safe perhaps their deepest inner fear. They will remain calm when faced with mortal danger.
12
The Antipriest was rendered sterile by their exposure to the Pyre. Not that they care.The Antipriest is pathologically allergic to earthly pleasures and will lash out if presented with a chance to partake in them. 
13
The skin of the Antipriest is pale and discolored, turned to anywhere from chalk white white to greyish tone (depending on their original skin color).The Antipriest gained amazing memory from exposure to the Pyre: however, it is now obsessed with texts and laws and will constantly recite them to validate their authority.
14
They appear unmarred...until one touch them. Their skin is either unnaturally hot or cold, but not to an implausible level. More as if they are sick.The Antitpriest is obsessed with decorum, rites and formalities to the point of near insanity.
15
The Antipriest looks fine but suffer from a constant shortness of breath. This does not affect their overall fitness, somehow.Exposure to anything the Antipriest deem 'indecent' leave them physically ill. They avoid the common people who are known to 'relapse' into their religious habits.
16
The Antipriest was horribly disfigured by the Pyre but advanced salvaged medical equipment from the Former Empire allowed a full body skin graft. They have small scars which hint at this.The Antipriest is physically unable to say any word which mean 'god' or 'divinity' or anything similar and will gag when trying to say such.
17
Their skull is covered by metal/porcelain/whatever in order to repair a slight case of brain explosion.They are obsessed with cleanliness and will try to scrub out any stain on their clothes. They also dislike physical contacts.
18
The Antipriest is mute but has theotechnical devices implanted inside/around it's neck to allow speech.THE ANTIPRIEST IS ONLY ABLE TO YELL! THEY CANNOT LOWER THEIR VOLUME!
19
The Antipriest is missing an arm: either from exposure to the Pyre or complications during their morbid preparation.They are allergic to music, art and anything which is a cultural expression as they deem it 'illogical'.
20
The Antipriest appears to be slightly decomposed and theotechnical techniques are used to prevent them from dying.The Antipriest is unable to call others by anything other than their title or profession as they are now obsessed with the removal of personal naming conventions.

Antipriests Gifts

The powers derived from the Pyre gives one the ability to repel, counter and even destroy divine abilities. These are not considered Divine themselves (see Part 1) but mechanically they posses an array of possible Gifts which are especially useful against Divine enemies (such as Godbound, Made Gods and Parasite Gods). Most Antipriests gifts can only affect what are classified as Divine Beings:  beings able to use Effort to enact miracles.
  • Bulwark Of Truth (Instant): The Antipriest can Commit Effort for the Scene negate a hit from a Divine Being.
  • Fear No God (Constant): The Antipriest take one point of damage less from all Gifts and is never considered a Lesser Foe.
  • Mind Of Reason (Constant): The Antipriest cannot be mentally or emotionally influenced by Divine Beings.
  • Quantum Manipulation (Instant): The Antipriest can alter probabilities against the Divine. Commit Effort the Scene when a Divine Being make any roll. They roll twice and take the worst result.
  • Scourge Of Deities (Constant): Against Divine Beings the Antipriest roll their attack and damage twice and pick the best result.
  • The Death of Gods (Smite, Action): This Gift is mechanically identical to Divine Wrath safe that it can only target divine beings.
  • Vanquish The Demiurge (Constant): The Antipriests channel the Pyre's power as a weapon against the divine. They can disrupt Divine beings or coat their weapons in crackling anti-divine energies. Either way, this is a Weapon Booster gift allowing them to inflict 1d10 damage in melee or up to 200 feet but only against Divine Beings. It always inflict at least 1 point of damage.
  • Weaken The Divine (Action): Commit Effort for the Scene. The Antipriest channel the Pyre's energy to disrupt a Divine Beings. It must make a Spirit save or suffer a -4 penalty to all attack and damage rolls.
Most Antipriest which have experienced the Pyre are Minor Heroes and the higher rank of their order are Major Heroes. A few powerful and potentially renegade Antipriests may or may not be Eldritch. In battle, it is not uncommon for Antipriest to bring entire mobs of Nullifiers: these are the broken and mentally damaged Antipriest which are no longer able to function properly. Most are crazy and/or stupid to some degree but when gathered in large numbers they seem to act as one giant dampener of Divine power. Their squads are led by blindly zealous nutcases who are smarter and more coherent than their brethren but still considered failures nonetheless.

Antipriests Nullifier Mob
AC: 9 (3 vs Divine Beings)
Move: 30’ Run
Hit Dice: 18/36/54
Saves: 13+
Attacks: +4/+4x2/+4x3
Damage: 1d10
Morale: 12
Effort: 1
  • Chorus Of Reason: Antipriests Nullifiers take one point of damage less from any Gift. Large Mob take two less and Vast Mob take three less.

Wednesday, July 4, 2018

Godbound/Exalted: Random Dragon-Blooded Foes, Part 3

The journey to creating tables for generating Terrestrial Exalted continues, first with some additional Gifts to represent some of the powers of the Dragon-Blooded and then some tables. You can find Part 1 here and Part 2 here. This took quite a bit of effort to make but I'm sure people have a lot to criticize about the crunch and would like some input.

Finding artists to credit for Chinese art is hard.

Additional Gifts

As with any type of Exalted, the Dragon-Blooded bring with themselves unique ways of manifesting essence and weaving it into the power of Charms which no other type of Exalt can wield, safe perhaps for truly dedicated Eclipse or Moonshadow Castes who wish (for some reason) to learn the way of the least of the Exalted. Some of these Gifts aren't much of use against Anathema (Solar, Lunar and Abyssal) and thus are less likely to show up in the random table and would be a better choice as gifts bought with spare points to 'round up' a character's toolkit.

Aegis of Mela (On Turn)
Commit Effort for the Day. For the rest of the scene, you take 1 fewer point of damage from spells and the abilities and Gifts of Spirits. This is an Air or Occult Gift.

All-Encompassing Earth Sense (Constant)
You cannot be surprised as long as your body touches the ground. You are instantly aware of the general position of those around you in a 200feet radius unless they are deliberately trying to hide themselves with Gifts and miracles in which case they gain a free Spirit Saving Throw. This is an Earth or Awareness gift.

Dragon Skin Repel the Blade (On Turn)
Commit Effort. You have an invincible defense against normal melee weapons and can take no more than 1 point of damage per hit from magical ones. Only actual weapons such as swords, hammer or even fists are affected by this, not spells or magical effects.

Spirit-Chaining Strike (On Turn)
Commit Effort. Any Spirit hit by an attack from the Terrestrial cannot dematerialize or use any Gifts or ability which would allow it to escape (such as the 'Hurry Home' Gift possessed by Gods, which let them go back to their Sanctum) until it pass a Spirit Saving Throw.

Spirit-Rending Might (On Turn)
Commit Effort for the day and target a Spirit (God, Elemental, Demon or Ghost). For the rest
of the scene, that target has AC 9 versus the Exalted's attacks. In addition, always suffer at least 1 point of damage on Spirits.

Vengeful Gust Counterattack (On Turn)
Commit Effort for the scene. For the rest of the scene, whenever you are hit by a ranged attack, you get an Instant normal attack in return at the culprit which always inflict at least 1 point of damage.This is an Air or Thrown gift.

(Element) Bolt Attack (On Turn)
Commit Effort. You wield your element as a weapon, either limning a blade in it or using projections of it as a magical weapon with a 200 foot range and 1d10 damage die. These are, in actuality, five different Gifts, one for each element which grant a different passive benefit:
  • Air: Swift and free as the wind, Air Bolt Attack gain a range of 600 feet.
  • Earth: As the earth remembers, Earth Bolt Attack automatically hit a target which has successfully harmed the wielder within the last round.
  • Fire: Fueled by the destructive powers of fire, Fire Bolt Attack always inflict at least 1 point of damage.
  • Water: Guided by the shifting water, Water Bolt Attack ignores cover between the target and user.
  • Wood: Infused with poisonous nature, Wood Bolt Attack inflict one point of damage the round after a hit land.

Creating the Warrior

First Word - The Elemental Aspect

As previously rolled, the Dragon-Blooded has an Elemental Aspect which inform what element they wield and what their baseline powers are. The Elemental Aspect gives:
  • They are Bound to either the Word of Fire, Earth, Sea, Sky or Wood (The Word of Wood replaces Birth Blessing with Scent the Prey but is otherwise identical to Fertility). They also receive the innate benefit of binding this Word.
  • They gain the Incandescent Aspect trait which also cause damage. (See Godbound: Deluxe Edition page 228).
  • Finally, choose two Lesser Gift related to the elemental Word. The (Element) Bolt Attack gifts are part of their respective Word.

Additional Gifts

Created fresh out of these tables, a Dragon-Blooded would have six Gifts: two from their Elemental Word, two from their first fighting style and two more from their second with any redundant result being turned into another Lesser Gift of choice. However, this is far from the peak of their power, limited as it may be compared to other Exalted. Dragon-Blooded NPC gain an extra Gift point per tw

For simplicity's sake, the table from last time is brought back here.
D6
Fighting Style A
Fighting Style B
1
Melee: The Dragon-blooded fights in the thick of combat with a melee weapon.



Reroll on Fighting Style A
2
Archery: The Dynast prefer to fight from away with a bow weapon.
3
Thrown: Chakram, daggers and other thrown weapons this Dynast weapons.
Defensive: Fighting defensively, this Dynast use charms to stay in the fight.
4
Martial Arts: This Dragon-blooded fight with Terrestrial Martial Arts.
Combat Master: This Dragon-blooded is an expert at controlling the flow of battle.
5
Sorcery: The secrets of Sorcery are this Dynast main weapon.
Commander: A skilled tactician, the Dragon-Blooded bolster mortal troops with War charms.
6
Elemental: This Dynast fight in an unorthodox manner, preferring to wield the elements directly.
Trickster: The Dragon-blooded fights with subterfuge and manipulation.


MELEE: Gain the passive benefits of the Sword Word.
D4
Gift A
Gift B
1-2
Steel Without End
Furious Counterstrike
3
Thirsting Razor
Dragon Skin Repel the Blade
4
Unerring Blade
Gain a passive +1 to hit and damage with all melee weapons. If Level 8 or above, gain +2 to hit and damage instead.

ARCHERY: Gain the passive benefits of the Bow Word but limited to Bow-type weapons.
D4
Gift A
Gift B
1-2
Feathered Tempest
Trained Aim
3
The Seeking Flight
None Beyond Reach
4
Omnipresent Reach
Gain a passive +2 to hit with all bow weapons. If Level 8 or above, gain +4 to hit instead.

THROWN: Gain the passive benefits of the Bow Word, but limited to Throw weapons.
D4
Gift A
Gift B
1-2
Feathered Tempest
Vengeful Gust Counterattack
3
The Seeking Flight
Bar the Red Descent
4
Trained Aim
Gain a passive +2 to hit with all thrown weapons. If Level 8 or above, gain +4 to hit instead.

MARTIAL ARTS: All unarmed attacks deal 1d10 and count as magical weapons.
D4
Gift A
Gift B
1
Thirsting Razor
The Storm Breaks
2
Unerring Blade
Dragon Skin Repel the Blade
3
Through A Red Forest
Artful Sidestep
4
Hand Full of Venom
Sinews of the Serpent

SORCERY: Gain the ‘Adept of the Gate’ gift aka Terrestrial Circle Sorcery and know two spells.
D4
Gift A
Gift B
1-2
The Will That Burns
(Element) Bolt Attack
3
Aegis of Mela
The Subtle Eye of Knowing
4
Spirit-Chaining Strike
Spirit-Rending Might

ELEMENTAL: Gain the (Element) Bolt Attack gift and in addition to this one, roll A and B on the matching element table.
D4
Gift
1-2
Divine Wrath
3
Corona of Fury
4
Blood for Blood

AIR
D4
Gift A
Gift B
1

Sapphire Wings
Light as Air
2
Flickering Advance
3
The Clouds Below
Omnipresent Reach
4
Rain of Lightning
Veiled Step

EARTH
D4
Gift A
Gift B
1

Know The Terrain
Earthwalker
2
Rebellion of the Soil
3
Elemental Scorn
All-Encompassing Earth Sense
4
Obduracy of Stone
Intrinsic Health

FIRE
D4
Gift A
Gift B
1

Nimbus of Flame
Perfect Rhythm
2
All Direction At Once
3
Firestorm
Terrifying Mien
4
Unerring Blade
Artful Sidestep

WATER
D4
Gift A
Gift B
1

Roll on Martial Arts table.
Know The Inner Truth
2
Passing Sight Unseen
3
Mist On Water
Secrets of the Deep
4
Off The Walls
Trained Aim

     WOOD
D4
Gift A
Gift B
1

Touch of Green Restraint
A Chorus Like Thunder
2
Eyes of the Cat
3

Hands Full of Venom
A Second Spring
4
Swift Progress

     DEFENSIVE: Gain the passive benefit of the Word of Protection.
D4
Gift A
Gift B
1-2
Braced for Impact
Furious Counterstrike
3
Defy The Iron
Intrinsic Health
4
Dragon Skin Repel the Blade
Bar the Red Descent

COMBAT MASTER: Gain the passive benefit of the Word of Luck.
D4
Gift A
Gift B
1
The Storm Break
Gain the passive ability: instead of doing damage, you can choose to lower the foe’s AC to 9. Worthy Foes gain a Spirit Saving Throw each turn to cancel this.
2
A Second Spring
Gain the passive ability: instead of doing damage you can choose to inflict upon the victim 1d6 damage each turn until they pass a Hardiness Saving Throw.
3
Surge of Strength
Gain the passive ability: instead of doing damage you can choose to force the victim to make a Hardiness saving throw or lose their next action.
4
Contempt of Distance
Gain the passive ability: instead of doing damage you can choose to ‘pin’ the target into place until it succeed a Spirit Saving Throw.

COMMANDER: Gain the passive benefit of the Word of War
D4
Gift A
Gift B
1
Voice of Command
General’s Escort
2
Hope of Dawn
Guards! Seize Him!
3
The Soldier’s Faithful Heart
The Soldier’s Faithful Heart
4
Citadel of Courage
Shield of Phobos

TRICKSTER: Gain the passive benefit of the Word of Murder
D4
Gift A
Gift B
1
Passing Sight Unseen
Read The Signs
2
A Trustworthy Face
Off The Walls
3
Liar’s Flawless Grace
Perfect Masquerade
4
A Knife in the Dark
Flickering Advance