Early Access
Demigods are usually the divine children of gods and mortals or some kind of beings bequeathed with an amount of divine power. A demigod’s abilities so radically exceed those of regular people that they have transcended humanity. Demigods are so physically and mentally powerful that it’s difficult for them to hide their semi-divine appearance to mortal creatures—not that most would make the effort in the first place.
Motive: Ineffable
Environment: Anywhere other divine entities exist (or once existed)
Health: 99
Damage Inflicted: Major wound
Armor: 5
Movement: Short; long when flying
Combat: A demigod can attack foes up to half a mile (1 km) away with bolts of divine energy (usually in the form of lightning), affecting either a single target or all targets within short range of one central foe. If the demigod attacks an area, even creatures who successfully dodge the brunt of the attack still take a moderate wound.
A demigod is just as scary in hand-to-hand combat; as their action they can make separate melee attacks against each foe within immediate range.
A demigod automatically regains 2 health per round.
A demigod can manipulate their divine power in various ways that seem like magic to lesser foes. As an action, they can mimic the effect of any manifest cypher of advanced power or lower, favoring effects such as bombs, teleportation, restoring 6 points to a Pool or 6 health to an NPC, paralyzing a foe, or enhancing one skill for a creature until they use a one-hour or longer recovery.
Interaction: For all their power, demigods share most human traits and weaknesses. This means it’s possible to negotiate with one, though the consequences for angering a demigod are dire.
Use: A demigod was banned from the higher realm of their birth for unknown reasons. Now they seek to show their worth by undertaking a great quest in the mortal world, and they are looking to assemble a group of mortal comrades (sycophants?) to aid them.
Loot: Demigods might carry an artifact related to some aspect of their domain (such as wind, messages, or death) if they have one, and 1d6 lesser magic items (manifest cyphers).
GM Intrusion: The demigod acts out of initiative order, taking an extra action to turn a character’s weapon, ability, cypher, or artifact against them or an ally (inflicting a moderate or major wound), or suppressing or deactivating it entirely until the character uses a ten-minute or longer non-rest recovery to restore it.