Deific Trappings

House trappings available for various power types.
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High Command
The Savage Inquisition
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Deific Trappings

Post by High Command »

Deific Trappings

Holy Light: The hero calls forth the power of a deity, making powers blaze with holy light. When exposed to holy light even the most fearless of supernatural enemies take pause. Normal enemies have a level of arcane resistance against this power however creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromany trappings)

Blazing Glory: This power surrounds a subject with an intense, white hot, holy light, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage and counts as holy against creatures of supernatural evil. (Note: Reskinned "Aura" benefit from Fire Trappings)

Force of Nature: The hero calls forth the power of the elements bringing forth the raw power of nature. For +1 ppt the hero gains +1 toughness. On a raise increase vigor by 1 die type. (Note: Reskinned "Jazz" trapping from Electricity)

Divine Protection: Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)

Breath: The hero is surrounded with a swirling, buffeting, chaotic wind. As a replacement for their normal benefit on a raise everyone within a small burst template must make a Strength roll. Any target that fails is knocked 1d6” in a random direction (Modified "Aura" benefit from Fire Trappings)

Sustain: Helpful powers provide refreshment to a target on a raise, providing an immediate free roll to recover from being Shaken. (Reskinned "Jolt" benefit from Electricity trappings)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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