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=Player Characters= * ''[[Godbound:_Blood_and_Oil:Scrupulous_Liquidator|Scrupulous Liquidator]]'' of the Moonsilver caste, played by [[User:EnigmaticOne|EnigmaticOne]] * ''[[Godbound:_Blood_and_Oil:Shimmering_Mercurial_Purifier|Shimmering Mercurial Purifier]]'' of the Moonsilver caste, played by [[User:squidheadjax|squidheadjax]] * ''[[Godbound:_Blood_and_Oil:Stoic_Depth_Explorer|Stoic Depth Explorer]]'' of the Jade caste, played by [[User:Jeremy_Kopczynski|Jeremy Kopczynski]] * ''[[Godbound:_Blood_and_Oil:Contraposition_of_Immaculate_Repose|Contraposition of Immaculate Repose]]'' of the Soulsteel caste, played by [[User:Shining_Lotus_Sage|Shining Lotus Sage]] ''Inactive'' * ''[[Godbound:_Blood_and_Oil:Inerrant_Benevolent_Luminary|Inerrant Benevolent Luminary]]'' of the Orichalcum caste, played by [[User:KreenWarrior|KreenWarrior]] * ''[[Godbound:_Blood_and_Oil:Reified_Focus_of_Possibilities|Reified Focus of Possibilities]]'' of the Starmetal caste, played by [[User:Metal_Fatigue|Metal Fatigue]] ===Non-Player Characters=== ====Loranei Tripartite Assembly==== * Driss, Celebrant of Loran * Honn, Autocrat of Loran * Jurr, Luminor Councillor of Loran * Bech, Conductor Councillor of Loran * Fesht, Scholar Councillor of Loran * Niarr, Harvester Councillor of Loran * Gron, Surgeon Councillor of Loran ====Foreign embassies==== * Hesha, a Kamaki Arch Lector and ambassador to Loran * Trin, a Claslati Autocrat and ambassador to Loran ** ''Peerless Remover of Disagreeable Uncertainties'', a Claslati Whisper ** ''Cladestine Weaver of Officially Approved Destiny'', a Claslati Whisper * Runk, an Estasian General and ambassador to Loran ** ''Perfected Martial Regimen'', an Estasian Archon ** ''Implacable Array of Termination'', an Estasian Sentinel ====Other==== * Gerdin Vorak, a gamma-subroutine in the upper Reaches * Groll, a scout of the Deepcurrent tribe of Oilkin ===House rules=== The Alchemical Exalted function by the standard ''Godbound'' rules except as noted below. * At character creation, you must choose an inherent Word. It needs to be one of two that are associated with your caste. ** Orichalcum: Command and Might ** Moonsilver: Alacrity and Deception ** Jade: Artifice and Metal (like Earth, only without the limitations regarding using it on metal) ** Starmetal: Knowledge and Time ** Soulsteel: Endurance and Passion * You need to learn Words and Gifts before you can install them. You start with 2 Words in addition to your inherent Word, and 6 points' worth of Gifts. You gain 2 points per level that you can spend on new Words and Gifts. * Words and Gifts need to be installed in slots. You start with 6 slots. A Word takes up 3 slots, a major Gift 2, and a minor Gift 1. You gain 1 additional slot per level. Your inherent Word takes up no slots (and can not be uninstalled). In order to have a Gift installed, you must also have the Word installed that it belongs to. * For your Facts, choose two that each describe one of your previous incarnations. The third should describe the specific role you were constructed to fill, or the position you have been assigned in some part of Loranei society. * You can not learn the Wealth Word by any means. If the Autochtonians had the technology to generate endless resources, Autochtonia wouldn't be in the mess it's in. All other Words are fair game - some fit better than others, but the ones that seem out of place are just assumed to be strange, experimental technology that you were the first Alchemical ever to be outfitted with. * You gain Effort as quickly as a regular Godbound, starting with 2 and gaining 1 more per level. * Alchemicals can learn Strifes normally. No particular Word is required to learn any Strife - if it becomes relevant, the techniques of a Strife are considered Gifts of the Alchemical's inherent Word. Techniques take up the same number of slots as their cost (so 1 slot for the the entrance technique, 1/2 slot for each lesser technique, 1 slot for the finishing technique). For a particular technique to be installed, all its prerequisite techniques must first have been installed (so the entrance technique must be installed for any lesser technique to be installed, and all other techniques must be installed for the finishing technique to be installed). * Spending or committing Effort triggers anima displays. 1 Effort can be spent or committed "invisibly" at level 1, and the amount increases to 2 Effort at level 3 and 3 Effort at level 6. Spending or committing 1 Effort above this limit causes anima display at the "4-7 motes" level, 2 above causes anima displays at the "8-10 motes" level, 3 above causes anima displays at the "11-15 motes" level, and 4 or more above causes the effects of the "16+" level. '''The anima effect remains while the Effort is committed or the spent Effort continues to have mechanical effects''' - thus, an anima display might be decreased by uncommitting one or more points of Effort, and anima displays caused by Effort spent to activate a temporary effect immediately disappear when the effect does. ** Why? Because I've always thought that it's freaking idiotic that Exalts glow ''more'' the less powerful they are, and it's a GM's perogative to turn his pet peeves into house rules! :P
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