
Poseidon was god of the sea, earthquakes, storms, and horses and is considered one of the most bad-tempered and moody of the Olympian gods. He was known to be vengeful when insulted. Despite that, legends say Poseidon was the happiest of Zeus’s siblings. He has a horde of children, rules a vast dominion, receives offerings from dozens of cities, and has hundreds of temples and shrines.
Devotion Attributes: Stamina, Charisma, Manipulation
Devotion Abilities: Animal Ken, Melee, Ride, Seamanship, Survival
Devotion Basic Blessings: Breath of the Oceanid, Echo Sounding, Sense the Storm
Breath of the Oceanid
The Champion need never fear drowning, and they are no longer affected by extremes of water temperature.
Cost: 1 Gnosis
Test Pool: None
System:
Spend one Gnosis and a simple action. For the rest of the scene, you can breathe water as easily as air, and you are neither scalded by boiling water nor subject to debilitating frostbite from ice. Having boiling water poured on one’s flesh still hurts, mind you, and being bound in ice or cast adrift in frigid water can still numb and paralyze a Champion. Neither of those extremes can cause the Champion actual physical damage, though. If the Champion is breathing water, any toxins in that water affect her just as breathing in airborne toxins would on land.
By spending a second Gnosis and a standard action, the Champion can share this Blessing with a number of allies equal to their Leadership rating.
Echo Sounding
By stomping or otherwise knocking on the earth, the Chosen is able to sense what is beneath them.
Cost: 1 Gnosis
Test Pool: None
System: Spend one standard action making a violent strike against the earth. The Chosen gets a sense of its general composition and density, as well as finding holes or caves beneath the surface. If they're looking for something specific in the earth—such as gold, oil or a human body—this Blessing reveals its distance from them and depth from the epicenter at the expense of the other information. The Blessing works only at ground level or on the up-thrust surface of a mountainside, but it works through stone floors and pavement. It gives the Chosen a semispherical reading with a radius equal to one half mile per point of Survival.
This Blessing may also be used underground, but requires striking an overhead surface.
Sense the Storm
Your connection with the God of Storms has given you an honed acumen to sense the subtle shifts in weather.
Cost: None
Test Pool: None
System:
Once learned, this Blessing is always active. You can subconsciously sense impending weather. You are also able to notice any quick shifts in weather and know instinctively if they are unnatural or not. This insight into the weather gives you a +3 bonus on all Seamanship tests, any Athletics tests while at sea, and any other skill test the Storyteller deems appropriate.
Devotion Intermediate Blessings: Gale, Unyielding Tower, Water Control
Gale
Through the power of your devotion, you have the ability to command potent gales of terrifying force.
Cost: 1 Gnosis
Test Pool: None
System:
Spend 1 Gnosis and use your standard action to call up high winds in a one-mile radius for each dot you possess of the Survival skill. You can summon up winds that blow at up to 30 miles per hour, with gusts of wind up to twice that speed. This increase in wind speed happens quickly. Winds increase in speed by one mile per hour every round, until reaching the desired speed. Once the wind reaches the desired speed, this power lasts for 10 minutes for each dot you possess of the Survival skill, before slowly returning to normal. High winds can knock things around, cause road blockages, and create damage to property at the Storyteller’s discretion.
Targets moving, shooting, or throwing things in the direction that the wind is blowing get a +2 bonus on any tests related to those actions. Those attempting similar actions in a direction that is going directly into the wind suffer a -2 penalty instead.
Unyielding Tower
Like a mast holding still in a raging storm, you can weather whatever comes your way and use that force to heal your flesh.
Cost: 1 Gnosis
Test Pool: None
System:
Spend 1 point of Gnosis and use your standard action to ground yourself in connection with the spiritual and natural world around you. For the next five minutes, you gain the benefits of your regeneration every round, instead of the normal every turn. In addition, your intense bond grounds you, rendering you immune to electricity damage. Once activated, this power automatically ends if you move from the spot in which you are grounded, either willingly or forcibly, such as through the Knockback Ranged Weapon quality.
For an additional 1 Gnosis when you activate this ability, you may also extend the benefits of your Unyielding Tower to another willing target. The target must be within five steps of you, and if she moves from where she is rooted as per the above, she immediately loses the benefits of this Blessing.
Water Control
With a touch and a thought, the Chosen can make water move according to their will.
Cost: 1 Gnosis
Test Pool: Special, See Below
System:
Spend a Gnosis and a standard action. For a number of turns equal to their Survival rating, the Chosen can exert limited physical control of any water that is touching them. They can remotely manipulate a hand-held object they can see in the water using their Dexterity + relevant ability, although it takes their standard action each turn. They can stiffen the water beneath their feet in order to walk on its surface. They can even have the water push them along from all sides, allowing them to move an additional two steps while swimming. Alternatively, moving through the water thus could increase their Dodge bid by +2 as long as they do nothing but dodge incoming attacks.
The Blessing also allows such random tricks as having the Champion instantly dry off by flinging all water off their body or creating a water bridge so an aquatic creature can swim from one container to another. This Blessing works only on liquid water, and a Champion can affect five cubic yards of water at a time per point of Survival they have. (If they're walking on water, they can affect one 30’ x 15’ rectangle on the surface per point of Survival they have. The affected area supports only them and anything they can carry unaided.) If you choose to inflict damage with the liquid shape of their creation, treat this as a weapon with the Improvised trait and one other trait of your choice.
Devotion Advanced Blessings: Earthquake, Storm, Triton's Fury
Earthquake
The Champion of Poseidon unleashes an earthquake to crack the ground.
Cost: 1 Gnosis
Test Pool: None
System:
Spend 2 Gnosis and a standard action punching or striking the ground, causing an earthquake that lasts for three rounds. Upon doing so, this Blessing radiates outwards to a distance of 100 yards per point of their Survival skill. Those structures within 10 yards per point of Survival skill take an amount of damage equal to double the Champion's Survival skill. Those outside of that radius but within 50 yards per point of Survival skill, take an amount of damage equal to the Champion's Survival skill. Lastly, those structures between that radius and the edge of the Blessing's reach take an amount of damage equal to half the Champion's Survival Skill, rounded up.
Every turn, living beings in the effect must make a static Dexterity + Athletics test against a difficulty based on their distance to the epicenter (within the 1-10yd/survival: 12; 11-50yd/survival: 8; 51-100yd/survival: 4) in order to maintain their balance as the ground pitches and heaves beneath them. Those who fail are knocked down for the duration of the Blessing. Collapsing buildings can cause much more catastrophic damage or leave victims trapped under tons of debris, at the Storyteller's discretion.
Those who are knocked down are thrown about wildly, suffering 3 bashing damage each turn they remain knocked down.
This Blessing can only be used once per game session.
Storm
You have learned to summon and control potent storms of great destructive power, which can wreak havoc upon your enemies and property alike.
Cost: 1 Gnosis
Test Pool: None
System:
Spend 1 Gnosis and use your standard action to call up a Storm. This Storm blankets a wide radius in high winds and rain, or snow, if the temperature is low enough. The wind speed rises across the area of effect until it reaches 20 miles per hour. Your area of effect is a one-mile radius for each dot you possess of the Survival skill. Gusts of wind in the area can reach 40 miles per hour. This increase in wind speed happens slowly. Winds increase in speed by one mile per hour every 10 minutes until reaching the desired speed. Once the wind reaches the desired speed, this power lasts for 10 minutes for each dot you possess of the Survival skill.
By concentrating and taking no other action for 10 minutes, you can further ravage a one-block radius, intensifying the storm in that area. To do this, you do not need to see the affected area, but you must be familiar with that area. If you employ this effect, the target area suffers from flooding and property damage. Roads become impassable, blocked by downed trees and other debris. Those outside in this storm take one level of bashing damage each turn.
In addition to the standard effect of Storm, you can spend 1 Gnosis and use your simple action to surround yourself with a swirling storm. This miniature maelstrom lasts for one full turn for each dot you possess of the Survival skill. Once per turn, while this power is active, you can expend a standard action to make an opposed challenge using your Charisma + Survival versus your opponent's Dexterity + Dodge test pool to fire a blast of air at your target. If your target fails to dodge, they are hammered by a violent gust of wind, taking 2 bashing damage, being knocked back up to 6 steps, and landing prone. If your target impacts a solid surface, they take an additional 2 points of lethal damage.
Triton's Fury
Poseidon's most favored gain the power of his eldest son, and can become the fury of the crashing waves themselves.
Cost: 1 Gnosis
Test Pool: Dexterity + Survival vs. Dexterity + Dodge
System:
The Champion can briefly transform themselves into a crashing wave. Spend 1 Gnosis and your simple action to move up to 10 steps in a straight line towards your target. When you arrive at your target, make an opposed test against the target. On a success, they take four levels of Bashing damage. Anyone within 3 steps of any point of your path must also make an opposed test with you as well. If you succeed, they take two levels of bashing damage. When the Chosen arrives at the desired spot, they reform into the exact form they were in before activating this blessing.
Exceptional Success:
Your waves hit with harder force, dealing either an additional level of damage, or knocking the target down, your choice.