Pacts are one way to gain power through a spirit's dealings, another is to tame lesser souls you find around you. Of course, there is occasionally a circumstance where that relationship is less transactional, when a spirit deigns to simply give a gift, and watch what drama follows.
[A]: Spiritual Favor, Heroic Gambit
[B]: Renowned Warrior
[C]: Unexpected Trick
[D]: The Victor Stands Bloody Handed
Spiritual Favor:
Whether you earned their favor through an impressive feat, pity, or sheer luck, you have found yourself blessed by a powerful spirit. You gain one of the following:
- Gift of the Scorned: one of your hands has the resting temperature of a hot ember. once per day you can produce a cone of flame (1d6 save reduces by half).
- Gift of the Prisoner: You possess a blade that is itself possessed, and counts as a magic weapon. It shackles an additional six lives to your own. When the sixth is lost, the blade shatters.
- Gift of the Grief-Eater: Your voice carries across great distances. You can scream loud enough to rupture the eardrums of all around you, doing so renders you speechless for the remainder of the day.
- Gift of the Watcher: up to [templates] times per day, may re-roll any dice, taking the new result.
- Gift of the Staunch: If you have time to dig your heels into the ground, nothing can knock you off your feet. If you attack without doing any other actions in a round, add 1 to your Injury roll.
- Gift of the Tyrant: Objects you break are utterly destroyed, incapable of reconstruction. If you roll exactly your build score while making an attack, you may choose any object on your target to sunder.
Heroic Gambit:
If you would die in such a way as it would occur off-screen, such as wrestling with a tentacled monster as the current carries you downstream, being eaten whole by a giant beast, or falling down a dark hole, you have an templates-in-6 chance of instead surviving with whatever the maximum recovery period of the system is. After that time has passed, the character can chance upon the party once more.
Renowned Warrior
Tales of your exploits have begun to spread to even the unlikeliest of corners. Whether famous or infamous, people are immediately familiar if you announce yourself, and have a Templates-in-6 chance of recognizing you by sight alone.
Other warriors will always accept your challenge to a duel, and cowards will quickly debase themselves or else flee if threatened. If you are known to be dishonorable in your challenges, your opponents will know this and act in kind.
Unexpected Trick
Once per turn, you may make a free maneuver in combat. You can only do this if the maneuver is something that you have not (in common knowledge) done before.
The Victor Stands Bloody Handed
As long as your hands are coated in fresh blood that isn't your own, you may add an extra d6 to any combat maneuver rolls. You also roll with an extra Injury Die on successful attacks.

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