Dominion Cyphers A - C

Alacrity
The dominion of swiftness and impossible grace, Alacrity grants miracles of haste to those who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise-inescapable peril, or responding to an event before its enactor can even begin. Alacrity is not Journeying, however, and its movement tends to be restricted to a single particular place or a short distance rather than swift transit between far-flung locations. Characters with this Dominion are never surprised and possess 1 asset in dexterity rolls.


All Directions as One 

For the next 5 minutes you can navigate vertical or overhanging surfaces as if they were flat ground. You can pass through rough terrain effortlessly. You have an invulnerable defense against being pushed or made to fall.


Flickering Advance 

Instantly reach any location you can see with your unaided sight out to the horizon, which is usually about three miles away for a character standing on flat terrain. From a high elevation, the maximum range is ten times as far. 


Mist on Water On 

 You may ignore all solid matter with your movement, provided you end up in a location you can physically occupy. You can’t affect the world during this impossibly fast dash but you are also immune to all attacks. If you end up in a solid object at the turn's end, you're ejected from it harmlessly to the nearest empty space. You may traverse long space in a single turn.


The Storm Breaks 

Before the first round of every combat or time-sensitive circumstance, you get one free bonus round before anyone else acts.  This ability is passive, but still has a 1 in d6 depletion.


Swifter Than The Sun

Your movement rate is twice as fast as your fastest pursuer or quarry. The ability last an hour, but may be renewed at the conclusion of each hour.


Walk Between the Rain 

You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder will naturally malfunction or miss.


GREATER POWERS



All-Encompassing Presence 

For the next minute you can be anywhere within 500 feet of your current location provided you could conceivably move to that point under your own power.


Faster Than Thought

You get a free round’s action and movement before an opponent can perform their act. If their desired action is rendered impossible by yours, their action is wasted. As a Smite ability,  this can't be used two rounds in a row.


Untouchable Instant

You are tremendously difficult to hit until the start of your next turn. Physical attacks hit you only on a 1, even those attacks from foes that would normally hit automatically. 


Artifice

This is the world of crafters, builders, and devisers of wondrous creations. Some characters express their affinity through a particular form of crafting, such as blacksmithing or shipbuilding, while others are patrons of a broader range of creative labor. Characters with the Artifice Dominion can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation  functions and lasts as well as a normal object of its type and usual substance. The character's crafting efforts for a day count as 50 laborers per character level when an estimate is needed.


Faultless Repair

You can fix anything with the available materials and tools. Up to a 10 x 10 x 10 foot cube per level worth of objects or constructions can be made like new with each use of this power, provided it is not completely destroyed. Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuffs.


Command the Wheels 

You can seize control of any visible vehicle, mechanism, door, or other object with moving parts up to the size of a small ship. If the item was created by you, there is no size limit on what can be controlled. Your control last for us to an hour.


Hammerhand 

Every weapon or unarmed attack you use does 6 more damage and is treated as a magic weapon. 1 in 6 depletion at the end of combat or one minute, whichever comes sooner.


Mark the Maker 

With an action’s careful inspection, you understand the purpose and operation of any crafted object, magical or mundane. You also gain a brief vision of each person who substantially helped in its creation, and a short description of what they contributed to it.


Ten Thousand Tools 

Your natural gifts of creation are augmented. Instead of requiring a full round to create a portable mundane object, you may do so instantly, as part of whatever action you take. This object may be a permanent creation or allowed to disappear afterwards at your discretion.


Transmuter 

Turn one 10 x 10 x 10 foot cube of material from one physical substance into another. Items being used or held by a creature cannot be changed. If the effect is used to somehow harm targets, they take  4 damage.  Extremely rare and magical substances cannot be created this way, though mountains of gold can be fabricated. See the Wealth dominion for limits on the use of this newfound treasure, as it is all too easy to inflate a region’s mundane economy into chaos.


GREATER GIFTS 


The Maker’s Eyes 

You may instantly perceive the area around any object you’ve created as if you were there, seeing and hearing all around you. If you commit 5 points for the round, you may take one action with the object as if you were present to manipulate it.  This effect last for one hour.


Perpetual Perfection 

Everything you make is flawless and impervious to normal decay and use. Only intentional efforts at destruction have any chance of ruining them. The weapons and armor you create count as magical items, ones capable of harming supernatural foes and granting a divine shift to hit and +3 damage. You may strive to bestow a certain enhancement on it after consultation with the GM. You and other divine beings are too mighty to benefit from this hit and damage bonus.


Reverence of Steel 

Any clothing or armor you make for yourself or another divine character gives  you a protection of 6 from all forms of weapon attack if light armor, 7 if medium and 8 if heavy armor. It does not protect from magical attacks.  A character may opt to roll a d20 to make exception armor on a roll of 18, 19 or 20, but forfeit loosing the use of the ability on a roll of a 1 and not being able to reclaim it for a year.


Beasts 

The animal realm, gifts of the Beast may be used on any natural or magical animal, though not creatures fashioned entirely of sorcery or impossible artifice. Most creatures of human intelligence do not qualify as beasts, though some exceptionally primal or savage entities might be treated as such. Miracles of the Beast involve adopting traits of animals, impressing these traits on others, full or hybrid shapeshifting, commanding beasts, or calling forth animals. Some powers grant the user the full or partial shape of an animal, or allow them to transform another. If used as a curse, the hero may inflict the animal’s intellect on the target or allow them to retain their own mind in their new shell. If used as a blessing or a personal transformation, the original mind is retained, albeit with an instinctive awareness of how to use the beast’s natural abilities. Thus, transforming mortals into fierce beasts wouldn't actually improve their prowess, but would only change their outward appearance and give them the natural locomotion of the beasts. While the gifts here don't address it, other miracles or gifts of the Beast Word might be able to grant special abilities or qualities of an animal's form for additional Effort. Characters with the Beast dominion can speak to animals. Unintelligent beasts will always comply with requests that aren't unnatural to them. 


Distant Howl  

For the next 24 hours you can communicate from afar with any animal whose location you know to within a mile. You can borrow their senses if they permit it. Animals who have spent at least a week in your presence can be reached wherever they are. 


Eyes of the Cat 

For the next 12 hours you have supernaturally-keen senses; you can see in perfect darkness, hear perfectly any noise within a hundred yards, and track by scent.


Link of Unity 

You can bond with an animal, linking it as an extension of your spirit and allowing sense-sharing and communication. It uses its normal statistics, but its attacks are treated as magical weapons and its ability are twice as powerful. If it dies, it vanishes, but it can be summoned back by 6 points. It can be teleported to your side for the same cost. Only one animal can be bound at a time.


Red in Tooth and Claw 

You have or can instantly manifest natural weaponry that does 6 damage and counts as a magic weapon. Against natural or magical beasts, these talons or fangs always strike against level 6 or lower opponents as they effortlessly carve through the hides or scales of these foes. 1 in 6 depletion at the end of combat or one minute, whichever comes sooner.


Scent the Prey 

You have an  awareness of the locations and types of all beasts within a mile radius. You may telepathically summon any of them to come to you as quickly as they can safely do so. Magical or intelligent beasts can refuse to come if they so choose.


Untamed Will 

While committed, no external magic or compulsion can make you do or feel anything contrary to your wishes for a 24 hour period. You may invoke this gift even after failing a save or being struck by a mental effect.


GREATER POWERS



Conquer the Beast Within

When you defeat a foe in combat, reducing them to zero, you may choose to subdue them instead. Such a subdued victim revives with 1 point and forever afterwards is subject to your Beast dominion as if they were an animal. This cannot be used against other deities or beings of equivalent status.


Lord of the Wild 

Animals instinctively serve and obey you even to the death, carrying out commands as if they had a human intellect. Magical or intelligent beasts may resist and cannot be commanded to act in a way that seems suicidal to them or completely against their nature.


Many-Skinned Mantle 

Adopt the shape of any beast or hybrid, natural or magical. Alternately, transform a visible living creature into a natural beast;. If used as a blessing a human target can end the change at will. Those cursed with a change can’t be turned back by anything short of another gift or similar powerful dispelling.


Birds

The Dominion of Birds is an example of the kind of powers that might be granted to a paragon of a single type of animal. Such gifts are not more potent than the Dominion of Beasts, but can touch on powers or graces that might be too tangential to a broader power. Those bound to the Dominion of Birds may fly at their base movement rate and communicate freely with any avian creature. Non-magical avians will never willingly harm them and will obey even suicidal commands from the character, carrying them out with as much intelligence and understanding as a normal human. Birds tend to be susceptible to distraction, however, and so cannot be kept in service for more than 30 minutes at a time in this manner.


Apex of the Flock 

The character may communicate telepathically with any single avian they have personally seen before, seeing out of its eyes and hearing what it hears. Non-magical avians may be commanded as if they were present. Magical or fantastical foes cannot be commanded, but they cannot prevent the character from contacting them or sharing their senses. This contact can last for up to 12 hours.


Eyes of the Hunting Hawk

The character gains incredible visual acuity, able to see at any light level and clearly pick out the smallest details of any target closer than the horizon. Non-magical stealth is useless against the user, and mundanely-hidden items or features are obvious.


Feathered Mantle

The character takes an avian shape no smaller than a hummingbird and no larger than a giant eagle. This shape-shifting does not alter the characters special abilities, and it does not gain any non-natural abilities possessed by the new bird form. The change lasts for as long as is desired, and can be reverted to on any turn. If the character spends 5 points they can apply a similar transformation to any target in sight; Worthy Foes (Level 7) get a Might check to resist and become immune to this power. Lesser foes get no chance to resist. The transformation remains until the character releases them or the ability is dispelled.
Transformed birds are not subject to the character's innate avian control.


The Nightingale's Song 

The character's song, whether in human or avian form, is enchanting to listeners. One simple idea can be conveyed by the song, which can affect up to 50 listeners.
Subjects will believe that idea or carry it out to the limits of their natural character or personal well-being for the rest of the day. Ideas that do not contradict observed evidence or natural inclinations will continue to be believed afterwards until proven incorrect. Lesser foes cannot resist this song, but worthy foes can make a intellect roll to become immune to the power.


Raptor's Red Plunge

Choose a visible target within a mile. The character instantly darts next to the target, provided there is no barrier between them that cannot be flown around. For the next minute, the character can use their Move action to bolt next to a target, however far they move, provided the target remains within a mile. If the target is a lesser foe (level 6 or lower), the character may use their attack to automatically disembowel them or pick them up, killing them or rendering them utterly helpless until released.


Talons and Beak

The character grows sharp talons, a razored beak, piercing feathers, or some other natural weapon appropriate to an avian. These melee weapons do 8 damage. The first time each
combat that the user makes a plunging dive attack from an altitude of at least 50 feet, the attack is an automatic hit (they may roll for special effects but risk missing on the roll of a 1) and the damage is doubled. This effect last for 1 hour.


Greater Powers



Maker of Wings 

The character can create up to a small mob of mundane birds ex nihilo or summon a Large mob of local birds that will arrive within ten minutes. This mob has the effective fighting statistics of a level 8 creature with 35 hit points and inflicts 8 points of damage. They travel at 60' flight speed, limited powers of manual manipulation, and immunity to any non-magical damage source that would not kill significant numbers of individual birds, such as a single man's spear-thrusts. The character can control only one mob at a time, and changing the Mob's commands requires a further action. These birds are absolutely loyal and will continue obeying orders until destroyed or dismissed.


Prince of the Air

Any flying or airborne creature or object is subject to the character's wrath; the character's attacks against such foes hit for double damage and they are forced to the ground.  This power last for one minute.


Storm-Blown Swiftness 

The character's flight speed is doubled, and when traveling overland without interruption they can reach speeds of up to 100 miles an hour. When pursuing or being pursued by a flying creature, they invariably escape or catch up with the target. By spending 6 points  they can share their powers of flight with another visible creature, who then gains the user's flight movement rate for as long as character remains airborne.  By spending 15 points they can share their flight powers with up to a dozen allies. If the wielder is rendered unconscious or lands, the allies will immediately descend harmlessly to the ground. The power can last for up to 6 hours.


Bow

The Bow includes all abilities of ranged combat, whether with bow, hurled spear, thrown dagger, or a flung lightning bolt.  Characters may opt to hurl  bolts of  elemental damage if the hero is aligned with such elements, 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 Dominion. They don’t apply to other ranged attacks such as the Divine Wrath ability allowed to all characters. Characters with the Bow dominion 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.


Bar the Red Descent

You are impervious 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 

You always hit an unaware or inanimate target, no matter how small or how far under cover it may be. Optionally, you may ensure that your current or next ranged attack does double damage and hits on anything but a natural roll of 1. 


Feathered Tempest

Against lesser foes (level 6 or lower), you always hit with ranged attacks. You can spread any overflow damage to any other targets in range subject to this gift. This ability last for one minute.


None Beyond Reach

Your ranged attacks have no maximum range provided you can see what you’re shooting at with your natural or enhanced sight or know its location to within ten feet. This ability extends only to the same realm as the one you are currently inhabiting. This ability last for one minute.


Omnipresent Reach 

Your ranged weapons have a maximum range as far as your natural line of sight. Your missile weapons do 6 additional damage and are treated as magical weapons. Even without a bow or thrown weapon, you may cast bolts of force or conjured weapons for 8 damage. This ability last for one hour.


The Seeking Flight

Your ranged attacks seek out opponents regardless of range and completely ignore cover provided there is at least some path for your projectile to reach them. This ability last for one minute.


GREATER POWERS



The Inexorable Shaft 

Your ranged attacks strike with tremendous force, always doing double damage on a hit. Your projectiles ignore all armor or forms of protection. This ability last for one minute.


Lord of That Which Falls 

Redirect any ranged weapon attacks in your presence, with their attack roll applied against the new target. 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 dominion are immune to this power, as are other divinities affiliated with the bow. This ability last for 12 hours and has a depletion rate of 1 d10.


Rain of Sorrow 

Against Mobs, the damage of your ranged weapon attacks are doubled and effect up to 50 opponents in a mob without effecting your allies.


Cities
Every city has its spirit, whether literal or figurative. The character of the City is an avatar of human multitudes, of the urban tangles of stone and wood and mud brick that shelter the dreams of many. Their influence is over the faceless populace of their domains, the simple men and women who make the city a city rather than a mere crowded mob. So also do they command a city's buildings and deeper structures, controlling stone and street as another character might wield fire or furious lightning. Their abilities have little application outside such places, though they can summon forth buildings even in a barren waste, calling forth a city born from their own dreams and desires.
       Characters with the Cities Dominion can move anywhere within a city, passing through walls and other constructions as if they were nonexistent. They can blend in perfectly with local inhabitants, speaking their language and knowing whatever is known about the city by an ordinary occupant. Once they have visited the city, this knowledge remains even after they go elsewhere, and is updated with current major events. Only worthy foes have any chance of piercing this citizen imposture, and that only after interaction at close range. Many of these powers apply only to or within cities. For purposes of this dominion, a "city" is any self-identified, contiguous community consisting of more than 500 people, with its boundaries stretching as far as the furthest structures which are inhabited by people who consider themselves citizens of the city. Nomad camps do not count as cities barring persistent, regular occupation. 


Courage of the Multitude 

You inspire and sustain citizens of a city you currently occupy. Every normal mortal citizen gains 6 hit points and 1 level when facing threats to the city as a whole. You may exclude specific groups or hostile locals from this benefit. While active, this courageous citizenry gains one asset on any task involving defending the city or facing things courageously. The effect last for 12 hours.


One of the Many 

You have an intuitive connection with the common citizenry of a city when you are within its boundaries. Citizens who are lesser foes will never initiate violence unless vigorously provoked and will always provide such favors or assistance as do not significantly inconvenience them. You automatically sense the major figures of the city, their location, and their general role: guild-masters of thieves, secret kingmakers, mayors and known officials, and much-beloved pillars of the community. This effect last 12 hours.


Sire of Stone and Street 

You can summon forth constructions and civil engineering in a style appropriate to any city you have known. A single use of this gift creates structures within a hundred-foot cube per
level of the character, the buildings rising and forming over the course of an hour. Any construction appropriate to a city can be called forth, even if the local environment lacks the necessary materials. Buildings are equipped with mundane furnishings and objects appropriate to their function.  1 in d10 depletion. 


Streetwalker 

While standing on a street, alleyway, or city byway, you and your companions on the same street are instantly transported to any location on another street in the same city. Lesser
foes at your departure or destination point will not notice anything anomalous about your movement, rationalizing it as some quick getaway or current presence they hadn't noticed.


Unseen Barricades 

While within a city, target a number of subjects up to a 20 per level within the same city, whether or not you know their location or can sense them. They are unable to move from
their current vicinity, finding every path elsewhere somehow blocked or confusing to them, even if others try to carry them off. Optionally, the character can instead curse them so that every course they take invariably leads them to a particular place. Lesser foes cannot resist
this gift, while worthy foes can make an intellect roll to become immune for the day. The curse lasts until the character releases them or it is dispelled, with worthy foes (7 or higher) getting another save every 24 hours.


Word on the Street 

You can speak to or eavesdrop on any person within any city, provided you have met them. Only you and the target hear any conversation, while eavesdropping is imperceptible. Lesser foes cannot resist this power, while worthy foes can make an intellect roll to become immune.  By Committing 6 points, you can send a message to any group within a city you have visited, targeting anything from a single person to an entire profession, cult, or population. The recipients are not obliged to heed your message, but they will sense it as an intuitive recognition.


Greater Powers



City of the Dead

You curse a city or some structure within it. If targeted at an urban building, it will collapse, inflicting 10 times character level in damage to everyone inside. Up to an entire palace structure can be collapsed with a single curse. If a curse is directed toward the entire
city, it becomes unable to function; ordinary citizens begin fighting each other, and the entire city will be abandoned and ruined within a month if this power is continually used. It has a duration of one week.


Council of One

So long as you remain in a city , the occupants unconsciously treat you as their legitimate
ruler. You will be obeyed as if you were equal to the mayor, lord, city council, or other supreme authority of the city, insofar as the target actually respects any of those personages. Even worthy foes will automatically treat you as on a par with the existing ruler, though they
may extend you no more deference than they would the mayor. This gift is extremely subtle. Occupants who leave the city may make an intellect roll to cast off this instinctive deference if strongly challenged on it, but it will fall over them once more if they return. Residents of the city level 8 or higher may resist when the first encounter the power and any time they are ordered to do something against their own interest. You must renew this power once a week to maintain your sovereignty. 


Souls of the City

While within a city or an empty urban area of at least a thousand feet in diameter, the character can create a small mob of its citizens, up to twenty-four persons. These created citizens will obey the character utterly until destroyed or the character uses this gift again, after which the prior creations become free but well-disposed toward their creator, though they won't risk their newfound lives for them. The citizens fight as normal human soldiers and are equipped with the ordinary skills and tools of their intended roles. If created out of nothing the citizens are extremely lifelike constructs with no true will to do anything but carry out their roles. If used in a location where an adequate number of recently-dead or persistently undead human souls still linger, the spirits can inhabit the newly-made bodies, becoming real people who may or may not recall much of their former lives or identities. Both automatons and imbued bodies will disintegrate if they leave the city afterwards, but soul-imbued bodies can reproduce to produce perfectly normal human children.

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