Dominion Cyphers

The idea for Dominion Cyphers are borrowed from the Godbound Game created by Kevin Crawford at Sine Nomine Publishing. For More information about the game please check out the link.  I have taken his list of divine powers an added them as a special type of Cypher for the players.

       Dominion Cyphers are the lingering effects of the old deities that can sometimes be retained after use. Most of the them have a depletion rate of 1 in 6, some are 1 in 10.  Assume 1 in 6 unless noted otherwise.


       At level 3 characters have access to two lesser dominion powers and again at level 5. At Level 4 & 6 they may choose a greater dominion power. If a power goes away, it will return or may be replaced with a different one after 24 hours. Characters may choose from the Universal Powers and one additional Dominion, so choose carefully. Smite powers may be enhanced by effort, but not divine shifts.   However, a divine shift in accuracy will benefit a Dominion Cypher that attacks an opponent. Smite powers cannot be used two rounds in a row, assuming it does not deplete.


The following Dominions are accessible to the players:

Universal Powers
Particular Dominions
Alacrity - Artifice - Beasts - Birds - Bow - Cities - Dance - Death - Deception
Desert - Desire - Earth - Endurance - Entropy - Fate - Fear - Fertility - Fire
Health - Insects - Intoxication - Journeying - Knowledge - Luck - Madness
 Might - Murder - Music - Night - Passion - Protection - Sea - Shapechanging
Sky - Sun - Sword - Theft - Time - Underworld
 Vengeance - War - Wealth - Winter


Universal Powers

A Thousand Loyal Troops
For the next 24 hours a visible NPC level 6 or lower immediately becomes cooperative toward you, doing for you all they’d do for a superior or employer.  The cooperativeness lasts even after the cypher has faded, provided the compliance is not abused or wholly improbable.


Corona of Fury (Smite)
You hurl a torrent of your energy at a group of foes within long range, affecting all within a 20-foot radius of a target point within sight of you. Each victim takes 6 points of damage. The fury can selectively spare allies within the area. You are always immune to the furies of your own Dominion, as are other beings that wield similar powers. 

Divine Wrath (Smite)
You smite a chosen foe within sight with the energies of divine power, inflicting 12 damage. You are immune to your power as are beings that wield similar powers.

Guards! Seize him! 

Up to half-dozen individual retainers can be made to appear in the current location, provided they're within ten miles of the character. Only formally-pledged followers of the character 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 character's powers having caused them to hasten to answer the summons before it was even given.

Hear Prayer 
The character is capable of hearing the prayers of their faithful. These usually are a subconscious sussurus of petitions, but they can specifically “listen” for particular topics or people if they wish, becoming alerted when those topics arise or those people address them. The character can communicate with their faithful during their prayers, though this inward voice is subtle and does not compel obedience. Listening is passive and always operative but responding requires a depletion roll of 1 in d10.

Hear Ye, Hear Ye
Your voice can be heard by everyone in a town, on a battlefield or any large gathering as all other noises are momentarily muted while you make your announcement or declaration. All lower level beings will automatically pause while listening, higher level (7 or higher) may make an intellect roll to ignore the speech after the first 30 seconds. 1 in d10 depletion.

Know the Inner Truth
For the next hour you understand the true motivations and intentions of any conversational partner, expressed by the GM in a few sentences. Level 7 or higher beings may try to obscure this requiring an intellect roll.

Perceive the Petitioner 
The character 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. 


The Lieutenant's Wisdom
For the next 24 hours, you can spend an action to borrow the senses of any single member of your followers 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.

The Lines of Rule 
For the next 12 hours you can spot the true leader in any group or social context. In addition, a group of NPCs 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 can try to break free of the compulsion. 

The Soldier's Faithful Heart 
A visible creature 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 creature per level.

Sanctify Shrine 
The character worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the character can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target an ability or power at any person within the sacred grounds. Such a marvel is free the first time the character so acts in a day, but each successive wonder requires the 5 points not effected by any edge. Properly sanctifying a shrine requires rites and components determined by the GM and the players. Perceiving is passive and requires no depletion roll, interacting requires a depletion roll of 1 in d10.

Smite the Apostate 
The characters can instantly kill an offending worshiper or afflict them with some debilitating suffering. This torment lasts as long as the character desires. If another god accepts the worshiper, however, the curse is lifted.

GREATER POWERS

Attend the Faithful 

The character can manifest before a praying worshiper, 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 minute, however, before the character returns to their original location and cannot use this gift again for a day. They may choose to actually travel to the location if they have the means.


Bearer of the Scarlet Crown
For the next 24 hours 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. 

Begone foul spirit
You may banish a spirit from another realm back to its home world. Beings that are level 6 or lower may be annihilated by this power and cease to exist if you desire. Depletion rate of 1 in 10.


Invincible Iron General 
All NPC soldiers serving are two levels higher, do 3 additional damage and are fearless. 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.

Mark of the Prophet 
The characters can consecrate a specific worshiper as a high priest. One disciple may be chosen for each level of the character, but only one high pontiff can be chosen.  Both usually take talents reflective of their patron's domain or dominion.  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.

Thrall-Making Shout 
If directed at a group, all lesser foes (level 6 or lower) up to fifty 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 character. Obedience to this single order lasts for twenty-four hours. If directed at a single target not already fighting the character, anything can be demanded of them until the character releases them. Level 6 or less cannot resist, level 7 or higher require an intellect roll.

To Bless the Nations 
The character can selectively bless or blight the fortunes of a faction that contains a substantial number of their followers. The character may target a large city or small nation and either give them access to 2 assets to the positive or the negative given the desires of the character.

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