Godhand - With a Single Iron Fist, She Splits Steel
Oct 27, 2018 19:32:22 GMT -6
Post by Traskus on Oct 27, 2018 19:32:22 GMT -6
Atlanteans are born with the spirit of a Syrne bound to their soul, granting them magical prowess beyond the wildest dreams of others. The Godhand are similar, with a prowess of body that the mundane could only dream of. Some even have the spirits of Syrne bound to their souls! The Godhand train their entire lives for their physique, but their exaltation elevates them to a dynamic tension a mundane simply cannot reach.
Tell: As a godhand spends ki, wind blows around them and their body strains. They breathe more heavily, their body starts to release a wispy smoke, and if they're bleeding it grows in pressure.
Power Stat: Fighting Spirit
Resource Stat: Ki
You have ki equal to your highest physical characteristic + your lowest physical characteristic + twice your Fighting Spirit. You regain all your ki upon having at least 8 hours sleep, or you may trade HP for ki. Converting HP to ki is a full action, and you regain 1 ki for every 1 HP spent, but may only regain a maximum of your Fighting Spirit per use of this action.
Static Powers
Jacob's Limbs: Your weaponless unarmed attacks deal +XkY damage, where X is your fighting spirit, and Y is half your Fighting Spirit rounded up. You are proficient with your unarmed attacks. You meet class prerequisites as if you have the Unarmed Warrior and Unarmed Master feats. You cannot take either of these feats, Weapon Specialization, or Improved Weapon Specialization, and treat them as optional if they appear on your class list.
Yasuri Heritage: Gain a free rank in a Sword School, and you may purchase levels in this school as if it were part of your class. You may use ordinary weapons and unarmed attacks in any martial technique using an advantage from the chosen sword school, and any sword school you have at least four ranks in.
Burning Vitality: You cannot lose body parts or take bionic limbs, treating feat that explicitly grants one as optional. You may also end any continuous effect on you that has a saving throw such as fire, snare, and the like when performing a healing surge.
Vital Furnace: If you were to take critical damage, you instead lose the same amount of ki until you reach 0 ki. If you reach 0 ki, you fall unconscious for 10 - (Fighting Spirit + Constitution) hours, to a minimum of one hour. You wake up with one ki.
Fighting Spirit | Power Gained
1. My Hands That Grasp the Earth: You can parry melee attacks with your bare hands without requiring a stunt using a Level + Brawl roll.
2. My Feet That Claim the Skies: You may cast the Blink spell as a spell-like ability, using Fighting Spirit + Willpower to cast.
3. My Eyes That See the Truth: You can spend 1 Ki to parry a ranged attack with your bare hands, using level + brawl. If your opponent gets at least 2 checks on the attack, you may make a ranged attack against them, using level + brawl at -2k0 to hit. This ranged attack has the same damage and qualities as the original attack.
4. My Arms That Crush the World: You no longer need to take disadvantages in martial techniques to advance their advantages past your martial adept level to a maximum of twice your martial adept level in style points. If they weren't already, your brawling attacks are magical.
5. My Soul That Rules Creation: For one scene per session, you may increase all your physical characteristics by 3 and grant your brawling attacks the Power Field property until the end of the scene. At the end of the scene, you gain levels of fatigue sufficient to knock you unconscious.
Godhand Elemental Assets
Enduring Earth God
The power of earth keeps the godhand standing when most would have collapsed of exhaustion. You can take a number of extra levels of fatigue equal to your Fighting Spirit before falling unconscious. At 5 Fighting Spirit, you no longer take the -1k0 penalty for being fatigued, and fatigue does not cause you to lose consciousness. Instead, when you would lose consciousness due to fatigue, you instead get -2k2 to all rolls.
Furious Fire God
The fire inside burns hotter, and it isn't from the curry. At least, I hope not. Your fists deal E damage, and are immune to damage from being on fire. At Fighting Spirit 5, add your fighting spirit to resilience against E damage and you do not gain fatigue from being on fire.
Immortal Iron God
Only metal may tame the forces of nature, and you have found a way to make metal work for you. Gain ap to all locations equal to your wisdom. If you have or gain the wholeness of body feat, this asset instead increases its value by +4 ap but ignored by magic damage. If you have or gain the diamond body feat, it instead allows the +4 ap to apply even when targeted by magic weapons. At Fighting Spirit 5, the bonuses to unarmed damage from Jacob's Limbs still apply while using natural weapons, so long as they are not Unbalanced or Unwieldy.
Soaring Sky God
The godhand who envied birds sought to fly. Or maybe to get high. I might be paraphrasing. Once per turn as a free action, you may spend 1 Ki to double your speed for that turn. At 5 Fighting Spirit, gain the flyer trait equal to double your ground speed.
Wild Water God
The watery godhand are shifty and fluid, making fools of Caligulas everywhere. Increase your static defense by your Fighting Spirit and the amount of ki missing from your pool.