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Kryptonian Word

Kryptonians are tough, and can go 3 times their constitution in days without food, sleep, or
breathing. They have a natural Armor Class of 3, Lesser mundane attacks do no significant
damage to a Kryptonian. Their frame is unnaturally sturdy, and their Constitution is raised
automatically to 16, or 18 if it is already 16 or higher.

Lesser

Shoulders Wide as the World On Turn Commit Effort.


The Godbound can pick up any object no larger than a warship and carry it at their normal
movement rate. The gift allows the object to hold together and the Godbound to avoid sinking
into the earth, but the object is too unwieldy to use for violent ends.

Sapphire Wings On Turn Commit Effort.


The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight
line, they can reach speeds of up to 100 miles an hour. This can be bought multiple times, each
time tripling max flight speed.

Intrinsic Health Constant


Your maximum hit points increase by 2 extra points per level, including levels gained before you
took this gift. This gift can’t be suppressed.

Consuming Gaze Action


An object in sight up to 20 x 20 x 20 feet in size is consumed in flame and turned to fine ash,
even if normally non-combustible. Larger objects may take a few rounds to completely burn
away. As a Weapon it inflicts 1d10.

Sounds on the Wind Action


You may focus on a specific point within ten miles to hear everything happening there unless it’s
sealed from outside air.

Swifter Than The Sun On Turn Commit Effort.


Your movement rate is twice as fast as your fastest pursuer or quarry, to a minimum of 60 feet
per move action. If chasing quarry that has divine gifts that allow them to outrace pursuers, the
participant with more hit dice is faster.

Suns Vitality Constant


While in direct Sunlight, regain 1 hit point per round until at full health.
Greater

Thews of the Gods Constant


The Godbound is always able to pick up anything smaller than a large building and punch
through, smash, or break loose any non-magical substance as a free part of their movement or
other actions. This might is quickly deployed, but not finely-controlled enough to help damage
rolls or other attacks.

Creation’s First Light On Turn Commit Effort.


Your vision penetrates any non-magical barrier, allowing you to see anything and everything out
to the horizon. Focusing on something not in the immediate area requires a round. This vision
automatically penetrates illusions and sees the true shape of shapeshifters. It cannot pierce the
gifts of the Deception Word, however.

Faster Than Thought Instant Commit Effort to scene end


when anyone present declares an action. You get a free round’s action and movement before
they can perform their act. You can use this gift only once per round.

Boreal Spike (Smite) Action Commit Effort for the scene.


Bring down the icy chill of the heavens on a point within sight. Every chosen target within 200
feet is frozen for a number of points of damage equal to your level, with a Hardiness save for
half. Against Mobs, the spike does 1d10 damage straight for every two character levels of the
hero, rounded up. Liquids in range are frozen solid up to 200 feet deep and all normal fires are
extinguish

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