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Zeus, King of the Gods

Posted: Fri Dec 10, 2021 7:17 am
by Xenia
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Zeus, Sky Father, King of Heaven, Titan-Slayer, Many-Splendored, Crowned in Lightnings. He has many titles, all expressing his strength and power. Legends say Zeus was stronger than all the other Gods of the Dodecatheon combined. He is always in charge, always on top and always in control. When he’s wrong, the results are bad; when he’s right, the results are good. Either way, the results are always epic in scope and scale. His Chosen are a diverse and unruly bunch. That his Champions are capable of spreading order and justice is undeniable. That they are capable of great destruction and ruin is equally undeniable. Yet it is difficult to explain that to Zeus without giving offense.

Devotion Attributes: Strength, Charisma, Wits

Devotion Abilities: Athletics, Intimidation, Law, Leadership, Politics, Subterfuge

Devotion Basic Blessings: Proclamation of Action, Shield of Righteousness, Sky's Grace

Proclamation of Action
This Blessing enables the Chosen to force an end to discussion and take the course of action they think is best.

Cost: 1 Gnosis

Test Pool: Charisma + Leadership vs. highest Composure + Willpower present.

System:
The Chosen spends a standard action and 1 Gnosis, then makes an opposed challenge against the highest Composure + Willpower of those present. A successful challenge requires those present to agree to the course of action the Chosen has decided upon. Any character so affected must spend their next three turns following the direction of the Chosen. Any character so affected can spend two Willpower to act freely for one turn. This Blessing can only be used once per scene.

Exceptional Success:
This Blessing's effects last for five rounds instead of the normal three.

Shield of Righteousness
The Chosen can protect an innocent victim from suffering someone else’s due punishment.

Cost: 1 Gnosis

Test Pool: None

System:
Whenever the Chosen sees someone attacking an victim they know is innocent of the crime they are being punished for, they may reflexively spend 1 Gnosis and cry out against the injustice—a simple "He didn’t do it!" will suffice. Doing so, they render the next action that would inflict harm on the innocent victim completely impotent, negating any damage that action should inflict. Whether the victim is being stabbed by a jealous wife, shot by an arrow, lynched by a mob, hurled off a cliff by a duped vigilante or whatever, the target suffers no damage from that action. For the Blessing to work, the Chosen must be present at the site of the unjust punishment, and the victim must actually be innocent.

Sky's Grace
The Chosen can surround themselves with the gusts of wind, allowing them to be able to fly and remain on their feet.

Cost: 1 Gnosis

Test Pool: None

System:
The Chosen spends their simple action and 1 Gnosis to activate this Blessing. For the remainder of the scene, the Champion laughs in the face of gravity. For the duration of this Blessing, the distances the Chosen can move remain normal, except that the character can now move freely through all three dimensions (i.e., they can fly). They can even hold still in midair if they wants to. The only thing a character can’t do in midair that they could do on the ground is jump, as there’s nothing to jump off of.

Also, Sky’s Grace can mitigate knockback the character suffers from successful attacks. If an attack would knock the character back, they only go back a maximum of one step.

Devotion Intermediate Blessings: Grasping Winds, Undisputed Ruler, Weight of Righteousness

Grasping Winds
By directing freak gusts of wind and the airborne detritus that collects in them, the Chosen can wrestle with opponents without even touching them.

Cost: 1 Gnosis

Test Pool: None, or Wits + Athletics vs. Dexterity + Dodge; see below

System:
Spend 1 Gnosis and your standard action to use the winds to move and manipulate objects up to 1 ton in weight. You can also target living characters by succeeding in an opposed challenge using the your Wits + Athletics vs the opponent's Dexterity + Dodge. Characters who are successfully targeted by Grasping Winds are considered to be grappled. If an individual grappled by this Blessing attempts to escape your grip, they must succeed in an opposed challenge using their Dexterity + Dodge versus your Wits + Athletics. This Blessing doesn’t allow you to use other powers that require a Grapple.

Grappled characters or objects can be moved up to three steps per turn, in any direction. Grasping Winds lasts for 10 turns, or until your target breaks out of this power’s grip. If you use this power to lift a target into the air and then drop them, or if they escape while lifted in the air, they take falling damage.

If you use Grasping Winds to drop a heavy object on your target, the target must make a static challenge using their Dexterity + Dodge test pool against a difficulty of 7. If they fail, they take 1 to 6 points of lethal damage based on the size of the object. A large brick might inflict 1 point of damage, while a large boulder might inflict 6. Attempting to drop an object on your target causes then to be considered the target of a Physical challenge.

Exceptional Success:
Your victim cannot attempt to escape your Grasping Winds for two full turns: the turn on which she was grappled and the following turn.

Undisputed Ruler
This Blessing allows the Chosen to take over the leadership of a small gathering of humans or a group of spirits. During this time, the target group accepts the Champion as their leader rendering her the honor, respect, and obedience due her position.

Cost: 1 Gnosis

Test Pool: Charisma + Leadership vs. Composure + Willpower

System:
The player spends one point of Gnosis and their standard action, then makes an opposed test against the highest Composure + Willpower in the target group. If successful, the character exercises their authority over the group for one week per point of the Chosen's Leadership. This Blessing is only effective against mortals and spirits of no greater than Jaggling status.

Exceptional Success:
You gain a +3 bonus on all social tests against those within the target group for the duration of this Blessing.

Weight of Righteousness
So potent is your sense of righteousness that you can cow those who would seek you harm without ever having to lift a sword.

Cost: 1 Gnosis

Test Pool: None

System:
Spend 1 point of Gnosis and a simple action to activate this power. For the next 10 minutes, whenever you are involved in an opposed challenge against a visible target, you may announce the use of Weight of the Righteous before any tests are thrown. If you do, you receive a -5 penalty to your test pool for the challenge. However, if you win despite the penalty your opponent feels a sense of futility and doubt that begins to weigh them down. They lose a point of Willpower and a points of Gnosis, both of which you may absorb to restore any of your own spent points. If your target is not a Garou, they instead lose the type of fuel appropriate to their creature type (such as Blood for vampires or Glamour for changelings), which you absorb as Gnosis.

If instead your target has no Willpower to lose, they must immediately cease attacking you, and cannot do so again until this power’s duration is over. You may only benefit from this power once per turn, but you may announce its use during Rage rounds if you have already activated it. If you use this power but fail in the challenge, you may still use it again on subsequent challenges in the same turn until you succeed.

You may only benefit from this power when used against a target who wishes you genuine harm. It will not work if you activate it and then invite allies or otherwise friendly people to hit you, nor will the power function in contrived scenarios.

Devotion Advanced Blessings: Ephemeral Prison, Grand Gesture, Thunder Fury

Ephemeral Prison
Staring into the eyes of the guilt, the Chosen of the King of the Gods can force a criminal to face the weight of their crimes alone.

Cost: 1 Gnosis

Test Pool: Charisma + Intimidation vs. Composure + Willpower

System:
The Chosen spends 1 Gnosis and three standard actions staring into their target’s eyes without interruption. The Chosen then makes an opposed challenge against the target. If the Chosen succeeds, the victim is rounded up by indistinct, faceless figures who drag them away and throw them into the cramped interior compartment of some sort of building. The room is a featureless gray cell with only a small slot in one wall through which they deliver food, and a grim-looking drain in the floor through which they must eliminate waste. This cell has one light source in the ceiling behind translucent glass that cannot be broken. There is no door. No one speaks to them. They sees no one. They hear no one except when voiceless figures approach to give them food. They can scream and thrash and bang their head against the walls, but nothing ever changes. Even if they have the magical means to escape, they just wind up in another room exactly like the one they left. Things go on like this for a number of years equal to the Chosen’s Intimidation. Then one day, a door that wasn’t there the day before opens. Light floods into the room, and the prisoner notices smells they haven’t smelled since before they came to this awful place. They stand on shaking legs and stumble into the light…

…to find themselves staring in the eyes of the Chosen who imprisoned them. They comes to their senses to find that only a moment has actually passed. Every maddening minute of the years and years they spent imprisoned remains fresh in their memory, but now they somehow have to get on with their life among all these other people after all that time alone.

For every mental year the character spent imprisoned, they suffer a -1 penalty to their Charisma, their Manipulation, or their Willpower (captor’s player’s choice). This degradation cannot reduce one of these traits to less than one dot. This penalty lessens by one point for every hour that transpires.

A character may only be affected by this Blessing once per Lunar Month.

Exceptional Success:
The target also loses 3 points of Gnosis, Willpower, or Rage, in any combination the victim chooses.

Grand Gesture
By bestowing appropriate gifts on an individual or a group, the Chosen increases her esteem and reputation in the eyes of the the recipients of her largesse.

Cost: 1 Gnosis

Test Pool: Charisma + Leadership vs. the highest Composure + Willpower in the target group

System:
The Chosen spends 1 Gnosis and their standard action, then make an opposed challenge against their target. On a success, the Champion may affect one individual per point of Leadership they possess. While this Blessing is in effect, all gifts and social tests involving persuasion are automatically successful against the affected individuals. All other social gifts and tests gain a bonus on their opposed challenges equal to the Chosen's Leadership. This Blessing lasts for the remainder of the scene.

When the effects of the Blessing come to an end, the individuals affected may still continue to regard the Chosen with some residual respect depending on their experiences while the Blessing was active.

Exceptional Success:
This Blessing lasts for the remainder of the game session, instead of its normal duration.

Thunder Fury Blessed Blade of the Windseeker
Chosen of Zeus are blessed to channel the weapon of the king of the gods, the mighty lightning bolt. With this Blessing, you can emit dazzling displays of lightning from your hands, striking your opponents with fierce discharges.

Cost: 1 Gnosis

Test Pool: Wits + Athletics vs. Dexterity + Dodge

System:
Spend 1 point of Gnosis and expend a standard action to make an opposed challenge against a target within 10 steps of you. If you succeed, a brilliant bolt of lightning leaps from your hands into your opponent, inflicting 3 points of aggravated damage. Your target cannot benefit from armor to resist this challenge or to reduce the damage it inflicts. The target is also dazed, losing their next simple action.

You may then choose whether to ground the current or to arc it at another opponent.
  • Grounding: If you elect to ground the electric pulse, you inflict an additional 1 point of aggravated damage as the charge violently exits your target’s body. This current is mystical in nature; grounding it works even if the opponent is insulated or flying through the air.
  • Arcing: If you instead elect to arc the charge towards another opponent, initiate an immediate follow-up attack. This attack does not require additional Gnosis or actions. Attempt another opposed challenge against a different target within 3 steps of the prior target.
If the follow-up attack succeeds, you inflict 3 points of aggravated damage on the new target and daze them as described above. Again, you may elect to ground the charge or arc it towards another foe. If you fail a follow-up challenge, the charge dissipates harmlessly before reaching the new target; no additional follow-up attacks can occur. You can only use Thunder Fury once per turn. You cannot target the same person more than once in a single use of this Blessing.

Additionally, when you use Thunder Fury, your body is briefly wreathed in a halo of dazzling lighting. Until the end of the following turn, anyone who tries to touch you suffers a painful electrical discharge. Anyone using a Brawl or Melee attack against you automatically suffers 1 point of aggravated damage for each such attempt before the attack is resolved.

Exceptional Success:
Your lighting is exceptionally strong, building additional energy as it strikes your foe. You may ground some of the charge from this target to inflict additional damage AND arc the remainder into a new target within range. This particular follow-up attack may reach a new target up to 5 steps away.