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Word of Hunting: Since time immemorial creatures have hunted one another.

As long as
two entities have existed, there has been a conflict for sustenance. The Word of Hunting
exemplifies this conflict, though not so much a word of battle, but rather cunning, patience,
knowledge, and dogged determination. A hunter is a seeker through and through. Tracking
quarries over vast distances, pursuing and outthinking prey until finally a kill is made and
hunger sated. Whether the hunger was for acquisition or the satisfaction of pride, the result
is the same. Imposition of one’s will over another being.

A Godbound with the Word of Hunting can instinctively follow the tracks of any intelligent
or unintelligent creature across any type of physical terrain. A Godbound with this word
may track creatures concealing themselves by magical or supernatural means, even the
Word of Deception, by committing effort for the scene.

Lesser Gifts

Predator’s Senses: Constant. You gain supernaturally keen senses, and may track by scent
and touch, allowing you to track creatures even through the air. You cannot be surprised or
caught unawares.

Perfect Decoy: On turn. Commit effort for the scene to create a perfect illusion of yourself or
another being roughly the same size within 100 feet. Worthy foes who fail a spirit save to
resist believe this is you and act accordingly, though the illusion fades if acted upon. Lesser
foes receive no save

Dogged Pursuit: On turn. Commit effort. You and those with you who are pursuing a
creature will never be outrun as long as you keep traveling. Your group will always be
moving the same speed as your target regardless of theirs until you halt your movement

Catch and Release: Constant. You always know the location of any creature you have
wounded in combat or hold a sympathetic connection to, provided their location is not
hidden by divine gifts or theurgy

None Can Escape: Action. Commit effort for the scene. Gain one sentence of truthful
information on a target’s current location from the GM. New information cannot be gained
with this gift until the existing information is acted upon or the hunt is abandoned

Seeker’s Quarry: On turn. Choose a visible target and commit effort for the scene. Your
ranged attacks seek it out regardless of range, treat them as AC 9, and ignore concealment.
You are always aware of their exact location as long as they are inhabiting the same realm
as the one you are inhabiting
Greater Gifts

The First and Last Strike: Constant. If a Godbound with this gift attacks a surprised or
unaware foe from concealment on the first round in combat, their damage die is read
straight and does normal damage on a miss. Only one foe can be affected by this gift per
scene

Know the Prey: Instant. Commit effort for the scene and choose a creature. Know its
greatest strength, usually meaning most damaging attacks but also the nature of those
attacks, and most vulnerable weakness, including any hidden means and how it may be
killed or destroyed. Creatures reveal their Hit Dice and Effort

Crouching Stalker: Commit effort on turn. As long as you remain still, you cannot be
detected by lesser foes unless you move or otherwise draw blatant attention to yourself.
Lesser foes create a narrative in their own heads to rationalize your presence if they
interact with you. Worthy foes may make a spirit save to resist but only if they are actively
searching for you

Word of Slayer: The slayer represents killing for fun and profit at its zenith. They might be
an assassin a mercenary or a monster hunter but what’s important is that the love what
they do, and are the very best at it, and what they do involves lot if blood

Use an action to pick a living creature as your Quarry. You need not see this target or even
know specifically what it is, but it still needs to be a specific individual (“the creature that’s
been killing farmer Jenkins’ beefalo” is enough, but “a red dragon” in a world where ⅛ of
the dragons are red is not enough) you never miss clues that would lead you to your
Quarry, and always recognize it on sight, only the power of a word can hide them. Your
Quarry remains set until you either kill them, or commit effort for the day to give up the
chase. Any time you kill your Quarry, you regain 1 effort that was spent for the day.

Lesser Gifts

Eyes of the Death God: Action. Commit effort. By analyzing a foe’s behavior, you can intuit
his weaknesses and resistances or immunities. If the target has no weakness, you may
specify a single flaw in its otherwise perfect defense. If used on your Quarry, this gift costs
no effort and can be used on turn.
Baleful Armory: Constant. You have an extensive collection of the most well-kept
implements of death. You have a copy of any weapon that you could reasonably have
brought, what’s more, these always deal 1d10 damage and are considered magical; you are
the only one who can use them and they are made of any material found in nature or
civilization. Your first attack with this gift against your Quarry always hits and deals max
damage, and subsequent attacks can be rolled twice taking the result you prefer as your
tenacity and preparedness can’t be matched.

Huntress Knows Her Trade: Constant. You are a master of all sorts of traps and can fashion
them at terrific speed, building a set of traps that threatens an up to 20x20x20 feet per
level. These traps can inflict debilitating conditions of various kinds, such as immobilizing
the target or even killing lesser foes. You always know the best bait to use to fool or entice
your Quarry. In addition, you always can sense if you are about to walk into a trap, and are
never surprised by an ambush.

Hunter’s Mark: Constant. Any time you defeat your Quarry but choose not to kill them, or
allow them to flee when you could kill them, you may choose to leave a permanent scar on
their body called a Brand. This scar is highly visible and anyone in your cult will
immediately recognize it as yours. Choosing to Brand a Quarry counts as killing them for
the purpose of picking a new Quarry and recovering effort. You can commit effort to
possess anyone Branded using their senses, and may use your gifts through them. At any
point, you may commit effort for the day and instantly kill anyone you have Branded as
long as they are on the same plane of existence. If they are killed in any other way, you are
instantly alerted.

Spirit Rending Taunt: (Smite) Action. Commit effort for the day. You use your knowledge of
a target to insult their power and attack their confidence. Deal 1d8 damage per level of
emotional damage to a single target. If the target is your Quarry, roll damage twice
choosing the result you prefer. For the rest of the scene, the foe must attack you or your
party and may not flee, worthy foes resist with a spirit saving throw. If this attack would
reduce a target to 0 hit points or less, set the target to 1 hit point instead, and they spend
the rest of the scene wallowing in self-pity, unable to act.

Harrowing Premonition: Commit effort. As long as you are actively pursuing your Quarry,
they are plagued by nightmares and paranoia depriving them of sleep, and causing them to
suspect their closest friends of betrayal as they feel your breath at their neck at all times. If
they are capable of spending effort, then effort committed for the day can only be regained
behind a mundus ward or once you reclaim your own effort.

Greater Gifts
Macabre Memento: Action. You have numerous trophies from those you’ve slain, and the
greatest of your prey hold power even after their death. Commit effort, you may choose a
trophy you took from a worthy foe who you killed while they were your Quarry, and using
that trophy you may perform any miracle of a word that was bound to the Quarry in life, or
could have been used to model their power. You must pay for the cost of miracling as
normal.

And All You Hold Dear: Constant. This gift allows you to innately know the nature of your
Quarry from minimal information. With just a few clues, you can piece together its
disposition, likes and dislikes. If you encounter a person or creature with a relationship to
your Quarry, you instinctively know how the Quarry feels about the individual and whether
the feelings are mutual. Any lesser foes with a positive relationship with your Quarry can
be instantly affected by Hunter’s Mark even if you haven’t purchased that gift or defeated
them. Any beings with a positive relationship with your Quarry can have gifts of this word
apply as if they were also your Quarry

Shatter Legacy: Action. Commit effort for the day. When you slay your Quarry, or brand
them with Hunter’s Mark, any change they made to the world instantly begins falling apart.
Changes made with influence immediately begin to fail, while those made with dominion,
gifts or mundane effort hold on a bit longer. Even these unravel within a couple days;
created beings dying, cities burning or falling to chaos, and even their paradise descending
into Hell, if they were a divinity.

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