Umi-san
Procrastinating.
- Location
- ꙮ
Word of Apotheosis/Inherent God Word
The Word of Apotheosis is a special Word. It cannot be selected as a bound Word by a Godbound, nor does it have any miracles of its own associated with it. Instead, it represents those special abilities suitable to a budding deity, automatically gained (i.e. free) as they grow in might.
Long discourse:
Gifts:
The Words of Creation/Universal Gifts
Long words:
More gifts, same as in Maugan Ra's section... *cough* I was first *cough*
Long discourse:
Many apotheosis powers apply only to worshipers. A worshiper is an intelligent being who knowingly and willingly pledges to worship a Godbound or other deific Word-bound entity, such as a parasite god or Made God. The worshiper may be coerced by circumstances or threats, but cannot be magically compelled or induced. A worshiper may be a servant of only one deity at a time. Those who pledge to a pantheon have their worship assigned to the member god most suited to their nature, whether or not the worshiper is aware of it. Worshipers can turn against a god, but they can't renounce their state. The most they can do is find a new god to accept their loyalty.
Gods always know whether or not a person is a worshiper of theirs, though they have no automatic insight into whether or not they are an obedient worshiper. They may reject a worshiper at any time, or accept a change of allegiance from another god's devotees. A god is not automatically made aware of a person's choice to worship them, though they can tell of that fact with a glance at the new worshiper.
Gods always have custody of the souls of their devotees. They may damn their faithful dead to Hell at their will, but otherwise, the souls of the dead hover unseen and sleeping in the presence of their god, or are dispatched to the divinity's paradise. A soul unsheltered by a paradise will fall into Hell if their patron deity is slain.
The only way to gain the gifts of apotheosis is through gaining char- acter levels. They may be used as given, but the Word does not grant miracles, nor can miracles be used to mimic its powers.
Gods always know whether or not a person is a worshiper of theirs, though they have no automatic insight into whether or not they are an obedient worshiper. They may reject a worshiper at any time, or accept a change of allegiance from another god's devotees. A god is not automatically made aware of a person's choice to worship them, though they can tell of that fact with a glance at the new worshiper.
Gods always have custody of the souls of their devotees. They may damn their faithful dead to Hell at their will, but otherwise, the souls of the dead hover unseen and sleeping in the presence of their god, or are dispatched to the divinity's paradise. A soul unsheltered by a paradise will fall into Hell if their patron deity is slain.
The only way to gain the gifts of apotheosis is through gaining char- acter levels. They may be used as given, but the Word does not grant miracles, nor can miracles be used to mimic its powers.
Gifts:
Receive the Incense of Faith (Constant)
Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult.
Sanctify Shrine (Action)
Gained at third level, the Godbound's worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the Godbound can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target a gift or miracle at any person within the sacred grounds at the usual costs in Effort. Such a marvel is free the first time the Godbound so acts in a day, but each successive wonder requires the Godbound to Commit Effort for the day. Properly sanctifying a shrine requires rites and components costing Wealth equal to the Godbound's level, with increases in their level requiring additional expenditures. If the shrine is desecrated, it must be reconsecrated at the full cost.
Smite the Apostate (Action)
Also at third level, the Godbound can instantly kill an offending wor- shiper or afflict them with some debilitating suffering appropriate to their Words. This torment lasts as long as the Godbound desires. If another god accepts the worshiper, however, the curse is lifted.
Hear Prayer (Constant)
At fourth level, the Godbound is capable of hearing the prayers of their faithful. These usually are a subconscious sussurus of petitions, buttheycanspecifically"listen"forparticulartopicsorpeopleifthey wish, becoming alerted when those topics arise or those people ad- dress them. The Godbound can communicate with their faithful during their prayers, though this inward voice is subtle and does not compel obedience.
Perceive the Petitioner (Action)
At fifth level, the Godbound can see a particular worshiper and their surroundings with an action's focus, knowing everything about their immediate situation that the worshiper knows. This doesn't grant deep or subtle knowledge of the situation, but it's enough to make their current circumstances clear.
Mark of the Prophet (Action)
At sixth level, the Godbound can consecrate specific worshipers as favored disciples or high priests. One disciple may be chosen for each level of the Godbound, but only one high pontiff can be chosen. If you've access to the deluxe version of Godbound and the mortal creation rules, the disciples instantly become heroic mortals of a level equal to half their patron's level, rounded up and the high priest becomes a heroic mortal of the Godbound's level. Both usually take talents reflective of their patron's portfolio, including a gift or two. If the mortal hero rules are unavailable, treat the disciples as Skilled Mages or Major Heroes from the mortal section of the bestiary chap- ter, and the high priest as a lesser Eldritch. This consecrating process takes only a moment, but the consecration cannot be taken from the acolyte until they are dead, even if they later leave their god's service.
Attend the Faithful (Action)
At seventh level, the Godbound can manifest before a praying wor- shiper, instantly appearing before them no matter how far away the divinity may be, even from a distant realm. This manifestation lasts no longer than a scene, however, before the Godbound returns to their original location and cannot use this gift again for a day.
To Bless the Nations (Action)
At eighth level the Godbound can selectively bless or blight the for- tunes of a faction that contains a substantial number of their followers. If the faction has a number of worshipers present equal in number to a group of one Power size smaller, the Godbound can selectively add or subtract 2 from any action die roll they take. Thus, if a city of Power 2 had a Power 1 village's worth of faithful among them, they would be subject to the Godbound's influence. The Godbound must be aware of the effort the faction is making to influence the roll, but usually only the most subtle and secretive actions can escape the notice of such a large number of worshipers and their prayers.
Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult.
Sanctify Shrine (Action)
Gained at third level, the Godbound's worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the Godbound can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target a gift or miracle at any person within the sacred grounds at the usual costs in Effort. Such a marvel is free the first time the Godbound so acts in a day, but each successive wonder requires the Godbound to Commit Effort for the day. Properly sanctifying a shrine requires rites and components costing Wealth equal to the Godbound's level, with increases in their level requiring additional expenditures. If the shrine is desecrated, it must be reconsecrated at the full cost.
Smite the Apostate (Action)
Also at third level, the Godbound can instantly kill an offending wor- shiper or afflict them with some debilitating suffering appropriate to their Words. This torment lasts as long as the Godbound desires. If another god accepts the worshiper, however, the curse is lifted.
Hear Prayer (Constant)
At fourth level, the Godbound is capable of hearing the prayers of their faithful. These usually are a subconscious sussurus of petitions, buttheycanspecifically"listen"forparticulartopicsorpeopleifthey wish, becoming alerted when those topics arise or those people ad- dress them. The Godbound can communicate with their faithful during their prayers, though this inward voice is subtle and does not compel obedience.
Perceive the Petitioner (Action)
At fifth level, the Godbound can see a particular worshiper and their surroundings with an action's focus, knowing everything about their immediate situation that the worshiper knows. This doesn't grant deep or subtle knowledge of the situation, but it's enough to make their current circumstances clear.
Mark of the Prophet (Action)
At sixth level, the Godbound can consecrate specific worshipers as favored disciples or high priests. One disciple may be chosen for each level of the Godbound, but only one high pontiff can be chosen. If you've access to the deluxe version of Godbound and the mortal creation rules, the disciples instantly become heroic mortals of a level equal to half their patron's level, rounded up and the high priest becomes a heroic mortal of the Godbound's level. Both usually take talents reflective of their patron's portfolio, including a gift or two. If the mortal hero rules are unavailable, treat the disciples as Skilled Mages or Major Heroes from the mortal section of the bestiary chap- ter, and the high priest as a lesser Eldritch. This consecrating process takes only a moment, but the consecration cannot be taken from the acolyte until they are dead, even if they later leave their god's service.
Attend the Faithful (Action)
At seventh level, the Godbound can manifest before a praying wor- shiper, instantly appearing before them no matter how far away the divinity may be, even from a distant realm. This manifestation lasts no longer than a scene, however, before the Godbound returns to their original location and cannot use this gift again for a day.
To Bless the Nations (Action)
At eighth level the Godbound can selectively bless or blight the for- tunes of a faction that contains a substantial number of their followers. If the faction has a number of worshipers present equal in number to a group of one Power size smaller, the Godbound can selectively add or subtract 2 from any action die roll they take. Thus, if a city of Power 2 had a Power 1 village's worth of faithful among them, they would be subject to the Godbound's influence. The Godbound must be aware of the effort the faction is making to influence the roll, but usually only the most subtle and secretive actions can escape the notice of such a large number of worshipers and their prayers.
The Words of Creation/Universal Gifts
Long words:
The Words of Creation
The following are a list of some of the more common Words found among the Godbound. Others exist, and you might choose to design some of your own for particular heroes.
Every Word comes with an intrinsic benefit for those who bond to it. This is a natural ability that cannot be suppressed or dispelled, nor does it require Effort to use it.
The lesser and greater gifts provided under each Word are not meant to be exhaustive, but only an example of the sorts of powers that the Word might grant. Some Words also overlap in their effects; a Godbound of Wealth and one of Fertility might both be skilled at producing agricultural goods, for example. GMs who wish to design new Words shouldn't feel obliged to keep their powers wholly sep- arate and unique.
Newly-made Godbound get six points with which to buy gifts from their Words, with lesser gifts costing one point and greater gifts cost- ing two, while bonding a new Word costs three points. Every time they gain a character level, they get two more points with which to buy more gifts. They may save these points or spend them immediately.
The following are a list of some of the more common Words found among the Godbound. Others exist, and you might choose to design some of your own for particular heroes.
Every Word comes with an intrinsic benefit for those who bond to it. This is a natural ability that cannot be suppressed or dispelled, nor does it require Effort to use it.
The lesser and greater gifts provided under each Word are not meant to be exhaustive, but only an example of the sorts of powers that the Word might grant. Some Words also overlap in their effects; a Godbound of Wealth and one of Fertility might both be skilled at producing agricultural goods, for example. GMs who wish to design new Words shouldn't feel obliged to keep their powers wholly sep- arate and unique.
Newly-made Godbound get six points with which to buy gifts from their Words, with lesser gifts costing one point and greater gifts cost- ing two, while bonding a new Word costs three points. Every time they gain a character level, they get two more points with which to buy more gifts. They may save these points or spend them immediately.
More gifts, same as in Maugan Ra's section... *cough* I was first *cough*
Universal Gifts
Some effects are common enough that any Word might manifest them. Rather than repeat them under each heading, they are provided here, all as lesser gifts.
Divine Wrath (Smite) (Action)
Commit Effort to the end of the scene. You smite a chosen foe within sight with the energies of the Word, inflicting a 1d8 damage die per character level. You are always immune to the wrath of your own bound Words, as are other entities that wield similar powers. As a Smite power, Divine Wrath cannot be used two rounds in a row.
Corona of Fury (Smite) (Action)
Commit Effort to the end of the scene. You hurl a torrent of your Word's energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Each victim takes a 1d8 die of damage for every two levels you have, rounded up. The fury can selectively spare allies within the area, but the victims then get an appropriate saving throw to resist the effect. You are always immune to the furies of your own bound Words, as are other entities that wield
similar powers. Corona of Fury cannot be used two rounds in a row.
Effort of the Word (Constant)
Your maximum Effort increases by one point. This gift can be taken once for each Word you've bonded, but each purchase after the first costs two gift points instead of one.
Influence of the Word (Constant)
Your maximum Influence increases by two points. This gift can be taken once for each Word you have bonded.
Excellence of the Word (Constant)
Choose one attribute score and raise it to 18. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound.
Smite Powers
Some gifts or miracles blast a target with a direct surge of divine fury, scourging them with the power of the gods. While impres- sive, a Godbound can't channel such energies continuously. You can't use a gift or miracle with the Smite keyword two rounds in a row, even if you're an NPC with multiple actions per round.
Gifts that augment an attack or deal modest damage to large numbers of foes aren't generally Smite attacks. Instead, the key- word is meant to keep players from pouring all of their Effort into continuous heavy blasts, rather than more creative combat.
Some effects are common enough that any Word might manifest them. Rather than repeat them under each heading, they are provided here, all as lesser gifts.
Divine Wrath (Smite) (Action)
Commit Effort to the end of the scene. You smite a chosen foe within sight with the energies of the Word, inflicting a 1d8 damage die per character level. You are always immune to the wrath of your own bound Words, as are other entities that wield similar powers. As a Smite power, Divine Wrath cannot be used two rounds in a row.
Corona of Fury (Smite) (Action)
Commit Effort to the end of the scene. You hurl a torrent of your Word's energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Each victim takes a 1d8 die of damage for every two levels you have, rounded up. The fury can selectively spare allies within the area, but the victims then get an appropriate saving throw to resist the effect. You are always immune to the furies of your own bound Words, as are other entities that wield
similar powers. Corona of Fury cannot be used two rounds in a row.
Effort of the Word (Constant)
Your maximum Effort increases by one point. This gift can be taken once for each Word you've bonded, but each purchase after the first costs two gift points instead of one.
Influence of the Word (Constant)
Your maximum Influence increases by two points. This gift can be taken once for each Word you have bonded.
Excellence of the Word (Constant)
Choose one attribute score and raise it to 18. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound.
Smite Powers
Some gifts or miracles blast a target with a direct surge of divine fury, scourging them with the power of the gods. While impres- sive, a Godbound can't channel such energies continuously. You can't use a gift or miracle with the Smite keyword two rounds in a row, even if you're an NPC with multiple actions per round.
Gifts that augment an attack or deal modest damage to large numbers of foes aren't generally Smite attacks. Instead, the key- word is meant to keep players from pouring all of their Effort into continuous heavy blasts, rather than more creative combat.
Anyways, can we buy Artifice for 3 points or nah...
E: ^ answered alrdy
Last edited: