Monday 22 October 2018

Pantheon: Core Deities

Pantheon: Core Deities

Time to get back to writing up deities for my setting. Most of the core pantheon consists of core D&D deities. Some of them were already written up on this blog. When making new spells I had to come up with a new imbuement skill.

Hextor

Intermediate deity
Alignment: Lawful Evil
Symbol: fist holding six red arrows
Home plane: Acheron
Portfolio: tyranny, war, conflict, fitness
Domain (-40%): spells that improve physical characteristics, spells that enslave or make subjects loyal, spells that increase charisma
Worshipers: fighters, monks, conquerors, tyrants

Hextor is the Oeridian god of war, discord, massacres, conflict, fitness, and tyranny. Hextor is often depicted as a hideous, gray skinned, six-armed humanoid bearing two large tusks jutting from its lower jaw wearing armor clad with skulls. He wields a weapon in each hand: a spiked flail, a battle axe, a battle pick, a longsword, a mace, and a falchion. His other form is that of an athletic young male, with dark hair and light skin.
            Dogma: World is a dark and bloody place where the strong rule the weak. Power is the only worthy reward. Merciless and persistent advance is the only way to succeed. Order must be forged out of chaos and anarchy, and the best way to accomplish that is tyranny. Opposition must be destroyed to prevent anarchy.
    
Iloret

Greater deity
Alignment: Neutral Evil
Symbol: torch burning with a black flame
Home plane: Carceri
Portfolio: darkness, death, murder, undead
Domain (-30%): necromantic spells, darkness spells
Worshipers: necromancers, death knights, undead

Iloret is a deity that is worshiped by seekers of power over death and undead. This deity is speculated to be a raised dead god, but there is no proof of this claim. Iloret is usually depicted as a skeleton holding a torch that burns with a black flame. He is currently imprisoned in Carceri, but he grants divine spells to his priests even from his prison.
            Dogma: Worshipers must oppose holy powers, because they deny the extension of life after death. Killing with the intent of raising the victim as an undead creature is a good deed. Corpses should not be left unused. Destruction of artificial beings is a good deed, as they are neither dead nor alive.

Kord

Intermediate deity
Alignment: Chaotic Good
Symbol: star made out of spears and maces
Home plane: Ysgard
Portfolio: strength, athletics, sport, competition, courage
Domain (-40%): spells that bolster morale, spells that harm or hinder chromatic dragons, spells that improve physical characteristics, spells that prevent cheating in sports
Worshipers: barbarians, fighters, athletes

Kord is a deity of athletics, sports, storms, brawling, strength, and courage. Kord is depicted as a hugely muscular man with a red beard and long red hair. He wears a fighting girdle made from a red dragon's hide, gauntlets from a white dragon's hide, and boots from a blue dragon's hide. Kord is sometimes depicted by his urbanized faithful as a more civilized athlete or wrestler. He is a foe of dragonkind, especially lawful evil dragons.
            Dogma: Kord enjoys physical competitions and tests. He promotes nonlethal sports as a way to resolve arguments between the worshipers. The strong should lead the weak. Courage is the best quality of a leader and a citizen. Cowardice deserves contempt.
        
Korrenus

Intermediate deity
Alignment: Neutral
Symbol: two blue stars separated by a white horizontal line
Home plane: Acheron
Portfolio: death, war, fate, balance
Domain (-40%): spells that manipulate fate, harm or turn undead, put spirits to rest
Worshipers: commoners, warriors, judges, mages

Korrenus is a deity of death and balance. Every living creature must eventually die from old age, disease, or in combat, and Korrenus represents the inevitability of this fate. He is usually depicted as an old cloaked man holding scales and a silver scepter. Temples of Korrenus can be seen in many cities, as priests of this deity usually are the ones conducting burial ceremonies.
            Dogma: Accept death – never resurrect the dead and raise undead. Undead must be put to rest, violently, if other means fail. Always conduct burial ceremonies to let the spirits of the dead rest regardless of their faith and relation towards you.

  
Kremor

Intermediate deity
Alignment: Chaotic Neutral
Symbol: red axe
Home plane: Ysgard
Portfolio: barbarians, berserkers, rage, competition
Domain (-40%): spells that increase combat prowess, spells that improve physical characteristics and toughness, spells that cause rage
Worshipers: barbarians, berserkers

Kremor is a deity of rage. He is rarely worshiped in civilized communitites, but is quite popular among barbaric tribes of trolls, ogres, orc, etc. He is usually depicted as a red-skinned troll, even by non-trolls.
            Dogma: Best way to win in battle is a reckless onslaught and brute force with no regards to defense. Any problem can be solved by a proper application of force. The strong one is always above the weak one.

Lydow

Intermediate deity
Alignment: Neutral
Symbol: dagger stabbing through a black mask
Home plane: Hades
Portfolio: rogues, deception, shadow, illusion
Domain (-30%): illusion spells, darkness spells, spells that deceive senses
Worshipers: rogues, thieves, assassins, illusionists

Lydow is a patron of rogues, tricksters, illusionists, and assassins. Nobody knows the true form and even gender of Lydow. Sometimes Lydow is depicted as a man, sometimes as a woman, and sometimes as a black cloud with a mask floating infront of it.
            Dogma: Worshipers must strive to reach their goals via subtle means, be it stealth or deception, without revealing their true intentions to their enemies. He who is not caught is not a thief.
    
Monolith

Intermediate deity
Alignment: Neutral
Symbol: a monolith radiating blue glow
Home plane: Prime Material Plane
Portfolio: incarnum, stone creatures, astral creatures, nature
Domain (-30%): earth spells, incarnum spells, teleportation and plane shift spells, stellar spells
Worshipers: meldshapers, totemists, stone creatures, githyanki, githzerai, druids

Monolith is a deity of stars, souls, and nature. It is depicted as a tall standing stone. Worshipers believe that all souls originate in the deity’s body, and they all will return to it after death.
            Dogma: Do not corrupt your own soul and the sould of others. Live in harmony with nature, and it will repay you. When creating something, put your soul into it – that way you will make the item more perfect. Live in a way you would like to live again, as all souls reincarnate after death.

Obad-Hai

Intermediate deity
Alignment: Neutral
Symbol: mask made out of oak leaves and acorns
Home plane: Outlands
Portfolio: nature, freedom, hunt, beasts
Domain (-20%): animal spells, plant spells, weather spells.
Worshipers: barbarians, rangers, druids, hunters

Obad-Hai is a deity of nature, woodlands, hunting, and beasts, one of the most ancient known. He is usually depicted as an old hermit, but non-humans often depict him as a representative of their races. Obad-Hai rules the nature and is friendly towards anyone living in harmony with the natural world. Priests of Obad-Hai have no hierarchy; they treat any worshiper as an equal.
            Dogma: Worshipers must live in harmony with nature in all its forms. Those who harm nature deserve swift vengeance. Nature can sometimes be frightening or dangerous, but this part is as revered as the beautiful and timid side.
  
Oracle

Lesser deity
Alignment: Lawful Neutral
Symbol: fountain
Home plane: Mechanus
Portfolio: cities, divination, civilization, pact
Domain (-20%): making and breaking spells, knowledge spells, technological spells
Worshipers: diviners, mages, judges, commoners, architects

Oracle is a relatively young deity. Its origin is a mystery, but most theologists believe it to be an extraplanar construct that attained divinity. It is always depicted as a fountain. Oracle represents law, city-building, divination, and civilization. His worship is popular among commoners and builders.
            Dogma: Spread civilization, build cities, improve existing projects. Live consists of neverending improvement and progress. Always seal a deal with a contract. Do not break pacts and contracts, and if the second party of the contract violates it, then they deserve vengeance.

Plonius

Intermediate deity
Alignment: Chaotic Good
Symbol: three trees growing from a single point
Home plane: Beastlands
Portfolio: forests, plants, fungi, evolution
Domain (-30%): animal spells, plant spells, fungus spells
Worshipers: druids, rangers, sentient plants

Plonius is a deity of growth and evolution. He is worshiped by druids, farmers, forest dwellers, and some barbaric humanoids. Typically Plonius is depicted as an elf in a green robe or a tree with a bearded face made of foliage.
            Dogma: Value all life and let it grow and develop. Evolution can only happen in freedom, imprisonment of living beings is a violation of the natural order.

Solt

Greater deity
Alignment: Lawful Good
Symbol: upper half of a stylized sun
Home plane: Celestia
Portfolio: light, healing, sun, strength
Domain (-30%): healing spells, light spells, spells that improve physical characteristics
Worshipers: bards, healers, rangers, commoners

Solt is a deity of light and prosperity. Worshipers are taught to focus on their inner strengths. Solt is a very popular deity among the common folk.

            Dogma: Keep your body and soul clean. Do not use unholy, chaotic, or corrupting magic. Sunlight grants strength and health to the wounded, but destroys darkness and evil. Challenge corruption, but remember that relentless destruction of unholy forces can leave your heart lacking in true virtues of life: kindness, mercy, and empathy.
  
Tyrim

Greater deity
Alignment: Neutral Good
Symbol: glowing heart
Home plane: Celestia
Portfolio: healing, purification, pacifism
Domain (-40%): healing spells, pacifying spells
Worshipers: healers, monks, commoners

Tyrim welcomes kind souls that are ready for devoted worship. Worshipers’ creed often includes pacifism and helping those in need. Cities with active and large temples of Tyrim are protected from disease, house healthy people, and are free from unnecessary violence.
            Dogma: Help the sick and the wounded regardless of who they are. Stay faithful to your cause in the face of danger. Do not attack first. Consider violence only after making sure that peaceful resolution of conflict is impossible.
            
Xeal

Greater deity
Alignment: Chaotic Neutral
Symbol: five-pointed star made of red lightning
Home plane: Limbo
Portfolio: adventures, mutation, corruption, chaos
Domain (-30%): spells that manipulate luck, spells that transmute matter and creatures
Worshipers: chaos knights, gamblers, adventurers

Xeal is an ancient deity of chaos. He has no defined form and can be depicted differently even in the same temple. Luck, adventuring for the sake of thrill, chaos, mutation, lack of any order are the main aspects of this inconstant deity. Temples of Xeal, just like devoted worshipers, rarely last long.
            Dogma: If something seems impossible, attempt it anyway, use even the slightest chance. Do not be attached to anything or anyone – the world is changing. If something seems to constant change it!

DEITY-SPECIFIC SPELLS
  
Black Torch (Iloret)
Keywords: Area (Leveled).
Full Cost: 40 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with utter darkness. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. However, when casting this prayer, you can select creatures (usually undead servants) that will not be affected. The Dark Vision advantage lets you see through this effect, but Night Vision, Infravision, and Ultravision do not. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
The basic (40-point) version of this prayer covers a two-yard radius. For each additional 10 points, you may double this radius; e.g., four yards for 50 points, 8 yards for 60 points, or 16 yards for 70 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 10 (Costs 1 FP, -5%; Divine, -10%; Extended, Infravision and Ultravision, +40%; Ranged, +50%; Selective Effect, +20%; Variable, Area, +5%) [40]. Further levels add Area Effect (+50%) to the advantage [+10].
             
Environmental Adaptation (Plonius)
Keywords: Buff.
Full Cost: 70 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five hours.

The subject’s body can adapt physiologically to any earthly environment that supports life. The subject never requires Increased Life Support (p. B139). He can endure glaciers, deserts, deep caves, the oceanic abyss, or deep-ocean vents – but on other planets or in space, he still needs life support.
The transformation takes 10 seconds, during which time the subject is unable to take any external action and may suffer harm from hostile conditions. This effect activates automatically on exposure to a different environment, but the subject can delay adaptation by making a Will roll once per minute (repeated rolls are at -2 if you suffer injury, or -5 if the injury exceeds the subject’s HP). His body may undergo visible changes in the process – including acquiring new organs such as gills – but he can’t choose a specifc form or appearance.
He is not protected against Innate Attacks or weapons with comparable effects, or against sudden, intense changes such as collisions, explosions, explosive decompression, or fires.
Statistics: Affliction 1 (HT; Advantage, Environmental Adaptation, +500%; Costs 1 FP, -5%; Divine, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%) [70]. Note: “Environmental Adaptation” is Injury Tolerance (Environmental Adaptation; Divine, +0%; Terrestrial, -50%) [50].

Fair Play (Kord)
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: Three days.

You can temporarily compel the subject to avoid all kinds of cheating in sport competitions, granting him the equivalent of the Code of Honor (Athlete’s) disadvantage. If the subject is willing (and he usually is), no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head and lets you see the subject’s Sense of Duty disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better.
Statistics: Mind Control (Accessibility, Only to add Code of Honor (Athlete’s), -80%; Conditioning Only, -50%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%) [10].
    
Fair Witness (Oracle)
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.

This blessing makes the subject a perfect and fair witness who cannot be influenced by others and has a photographic memory. The subject gains Indomitable (p. B60) and Photographic Memory (p. B51).
Statistics: Affliction 1 (HT; Advantage, Fair Witness, +250%; Costs 1 FP, -5%; Divine, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%) [49]. Note: “Fair Witness” is Indomitable (Divine, +0%) [15] + Photographic Memory (Divine, +0%) [10].

Fateful Weapon (Korrenus)
Keywords: Weapon Buff.
Full Cost: 43 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 6 seconds.

This spell enchants the weapon to overcome luck- and fate-based defenses and other abilities that retroactively change the outcome of the attack. Attack and damage rolls for attacks made by the enchanted weapon, and the subject’s defense or resistance roll (if any), cannot be rerolled by anyone else’s non-Cosmic meta-game abilities – unless you want it to be. This includes advantages like Destiny, Luck, and Super Luck, and spells like Bless, Lesser Wish, and Wish. As well, no one can buy success or use player guidance (p. B347), non-Cosmic Serendipity, or similar tricks to interfere with or mitigate the use of your ability. This does not affect your target’s ability to defend or resist – it just prevents anyone from using meta-gaming abilities to dictate or retroactively alter the result.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fateful Weapon, +360%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/30, -30%) [43]. Notes: “Fateful Weapon” is 36 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11), replacing Magical, -10% with Divine, +0%. This spell is based on the Fateful Weapon imbuement skill.


Fortune Favors the Bold (Xeal)
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Fortune favors the subject when he takes risks. Any time the subject takes an unnecessary risk (in the GM’s opinion), he gets a +1 to all skill rolls. Furthermore, he may reroll any critical failure that occurs during such high-risk behavior.
Statistics: Affliction 1 (HT; Advantage, Fortune Favors the Bold, +150%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%) [27]. Note: “Fortune Favors the Bold” is Daredevil (Divine, +0%) [15].

Meld with Nature (Obad-Hai)
Keywords: None.
Full Cost: 56 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

When you are in the wilderness, you become invisible. You still make noise, leave footprints, and have a scent – and anything you are carrying (up to the Medium encumbrance) becomes invisible too. You get a +9 to Stealth in any situation where being seen would matter, if you are carrying no more than your Medium encumbrance.
Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see you.
Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). You do not cast a shadow and don’t show up in mirrors.
This effect ends if you attack any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If you attack directly, however, you immediately become visible along with all your gear.
Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Costs 2 FP, -10%; Dispels after an attack, -20%; Divine, -10%; Environmental, Wilderness, -20%) [56].
  
Overwhelming Strength (Kremor)
Keywords: Buff.
Full Cost: 47 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You increase the target’s ST by 5 for 3 minutes. This affects the damage, HP, and Basic Lift, but  does not heal the wounds. As a side effect, the subject gets Berserk (6) (Battle Rage) (p. B124) for the duration of the spell.
Statistics: Affliction 1 (HT; Advantage, Overwhelming Strength, +350%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%) [47]. Note: “Overwhelming Strength” is ST+5 (Divine, +0%; Temporary Disadvantage, Berserk (6) (Battle Rage, +50%), -30%) [35].
            
Pacifism (Tyrim)
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

The victum of this spell must resist or become unwilling to take further offensive action unless first subjected to it, which breaks the spell. In effect, they acquire the Pacifism (Self-Defense Only) disadvantage (p. B148). If the victim possesses the Berserk disadvantage, he still can become enraged and violent.
For the purposes of this spell, “offensive action” – on behalf of both the subjects and those who interact with them – constitutes not merely attacks but any use of items or abilities that could inflict FP or HP loss, affliction, or inconvenience. Those under the spell’s influence are free to use active defenses, assist unaffected allies with helpful items or abilities, leave, summon aid, etc. Provided that a subject is left in peace, he’ll return the favor, but if he’s offered violence, this ends the spell on him, though not on others. To exploit this to get a friend to “snap out of it” calls for actual injury (at least 1 HP), as the magic gives the perception that any lesser hurt was a forgivable accident.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs 1 FP, -5%; Disadvantage, Pacifism (Self-Defense Only), +15%; Divine, -10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires Magic Words, -10%) [27].

Solar Smite (Solt)
Keywords: Area (Fixed), Obvious.
Full Cost: 97 points.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.

When this spell is cast, a flash of sunlight emanates from your body. Every undead being within two yards immediately takes 2d crushing damage, regardless of DR, insubstantiality, etc. This damage does not cause knockback. Every living being, including the caster, is healed for 2 HP.
Failure costs 1d FP, but you can try again; critical failure also causes the living recipients 1d damage. Even 1 HP of healing will stop bleeding.
Roll at -2 if there is an unconscious living creature within the area of effect. If used more than once per day on a given subject, apply a cumulative -3 per successful healing on that subject. This penalty accumulates until a full day has passed since the most recent healing.
Statistics: Crushing Attack 2d (Accessibility, Undead Only, -50%; Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Cosmic, Irresistible Attack, +300%; Divine, -10%; Emanation, -20%; No Knockback, -10%; Resuires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [35] + Healing (Affects Self, +50%; Area Effect, 2 yards, +50%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Divine, -10%; Emanation, -20%; Injuries Only, -20%; Link, +10%; Reduced Fatigue Cost 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Xenohealing, Anything Alive, +80%) [62]


Soulsight (Monolith)
Keywords: Information.
Full Cost: 14 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

The caster can see souls as glowing auras. This detects living creatures with souls, incorporeal undead and deathless, astral projections, active soulmelds, and souls bound to objects.
Statistics: Detect Souls (Costs 1 FP, -5%; Divine, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Vision-Based, -20%) [14].

Switch Allegiance (Hextor)
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: Nine days.

You can temporarily make the subject your loyal friend, adding him the Sense of Duty (Caster) (see p. B153) disadvantage, and remove all his other Sense of Duty disadvantages. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head and lets you see the subject’s Sense of Duty disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject - at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better. On a success you add the subject Sense of Duty (Caster) and remove all other Sense of Duty disadvantages.
Statistics: Mind Control (Accessibility, Only to add and remove Sense of Duty, -20%; Conditioning Only, -50%; Costs 1 FP, -5%; Divine, -10%; Extended Duration, 3x, +20%; Fixed Duration, +0%) [18].

Vanish (Lydow)
Keywords: None.
Full Cost: 32 points.
Casting Roll: None.
Range: Self.
Duration: 5 seconds.

You become invisible for a very short time. You still make noise, leave footprints, and have a scent – and anything you are carrying (up to the Medium encumbrance) becomes invisible too. You get a +9 to Stealth in any situation where being seen would matter, if you are carrying no more than your Medium encumbrance.
Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see you.
Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). You do not cast a shadow and don’t show up in mirrors.
This spell ends if you attack any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If you attack directly, however, you immediately become visible along with all your gear.
When the effect ends, it shuts down without warning and you can’t reactivate it for five minutes.
Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Costs 1 FP, -5%; Dispels after an attack, -20%; Divine, -10%; Maximum Duration, 5 seconds, -75%; Requires Gestures, -10%) [32].


NEW IMBUEMENT SKILL

Fateful Weapon
General; DX/Very Hard
Default: Specialty for related weapon at same penalty as weapon default.
Prerequisite: Imbue 3.

This skill imbues the weapon to overcome luck- and fate-based defenses and other abilities that retroactively change the outcome of the attack. Attack and damage rolls for attacks made by the imbued weapon, and the subject’s defense or resistance roll (if any), cannot be rerolled by anyone else’s non-Cosmic meta-game abilities – unless you want it to be. This includes advantages like Destiny, Luck, and Super Luck, and spells like Bless, Lesser Wish, and Wish. As well, no one can buy success or use player guidance (p. B347), non-Cosmic Serendipity, or similar tricks to interfere with or mitigate the use of your ability. This does not affect your target’s ability to defend or resist – it just prevents anyone from using meta-gaming abilities to dictate or retroactively alter the result.


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