Editing Godbound: Who Made Who?
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 4: | Line 4: | ||
= Player Characters = | = Player Characters = | ||
− | == Zhang " | + | == Zhang "Elizebeth" Mei == |
*Description: | *Description: | ||
Elizabeth's intensity and drive belies her tiny frame. She is personable and attentive, but never idle. | Elizabeth's intensity and drive belies her tiny frame. She is personable and attentive, but never idle. | ||
Line 10: | Line 10: | ||
[[File:SnowVase.jpg|100px]] | [[File:SnowVase.jpg|100px]] | ||
− | *Height & Weight: | + | *Height & Weight: 155cm/40kg |
− | *Level | + | *Level 2 |
− | *XP: | + | *XP: |
− | *Spent Dominion: | + | *Spent Dominion: 2 |
− | |||
− | === Effort: | + | === Effort: 4 === |
− | *Free: | + | *Free: 4 |
*Instant Commitment: | *Instant Commitment: | ||
*Scene-Long Commitment: | *Scene-Long Commitment: | ||
Line 63: | Line 62: | ||
=== Combat === | === Combat === | ||
*AC: 2 | *AC: 2 | ||
− | *HP: | + | *HP: 14 |
− | *Hardiness: | + | *Hardiness: 10+ |
− | *Evasion: | + | *Evasion: 11+ (- armour penalty = 15) |
− | *Spirit: | + | *Spirit: 11+ |
*Movement: | *Movement: | ||
*Attacks: | *Attacks: | ||
− | **Melee: + | + | **Melee: +6 |
− | **Ranged: + | + | **Ranged: +5 |
=== Facts === | === Facts === | ||
Line 77: | Line 76: | ||
*None so Zealous a Patriot as the Immigrant | *None so Zealous a Patriot as the Immigrant | ||
*Charismatic Figurehead | *Charismatic Figurehead | ||
− | |||
− | |||
− | |||
=== Possessions === | === Possessions === | ||
*Adventuring Gear | *Adventuring Gear | ||
** Moonlight Sword | ** Moonlight Sword | ||
− | ** | + | ** Medium Armour |
− | ** | + | ** Nice coat, easy to clean |
− | |||
** Leather bag with multiple tightly rolled changes of clothes | ** Leather bag with multiple tightly rolled changes of clothes | ||
*Home | *Home | ||
Line 95: | Line 90: | ||
=== Influence & Dominion === | === Influence & Dominion === | ||
*Influence Commitments: | *Influence Commitments: | ||
− | ** | + | ** The College of Swords (3) |
** | ** | ||
*Dominion Spent: | *Dominion Spent: | ||
− | ** The | + | ** The College of Swords (2) |
− | ** | + | ** |
+ | |||
=== Words & Gifts === | === Words & Gifts === | ||
Line 108: | Line 104: | ||
**Cutting the Crimson Road: Commit Effort. Against foes of half or fewer hit dice than you have levels, to a minimum of 1, your melee damage rolls are read straight and always maximized. The overflow can be applied against any other foes that fit the conditions and are within 10 feet. Against Mobs made up of applicable creatures, you instead simply roll your damage die straight without maximizing it. This gift does not affect Fray dice. | **Cutting the Crimson Road: Commit Effort. Against foes of half or fewer hit dice than you have levels, to a minimum of 1, your melee damage rolls are read straight and always maximized. The overflow can be applied against any other foes that fit the conditions and are within 10 feet. Against Mobs made up of applicable creatures, you instead simply roll your damage die straight without maximizing it. This gift does not affect Fray dice. | ||
**Nine Iron Walls: Commit Effort for the scene. You have an invincible defense against all physical attacks until the start of your next round. This defense does not apply to environmental hazards, spells, or other non-attack forms of harm. As with all Instants, this can be used even after an assailant has rolled a successful hit. | **Nine Iron Walls: Commit Effort for the scene. You have an invincible defense against all physical attacks until the start of your next round. This defense does not apply to environmental hazards, spells, or other non-attack forms of harm. As with all Instants, this can be used even after an assailant has rolled a successful hit. | ||
− | |||
*'''Passion:''' Heroes with the Word of Passion are blessed with grace and an understanding of the heart. They may set either their Charisma or Wisdom attribute scores to 16, or 18 if the score is already that high. | *'''Passion:''' Heroes with the Word of Passion are blessed with grace and an understanding of the heart. They may set either their Charisma or Wisdom attribute scores to 16, or 18 if the score is already that high. | ||
**Heart of the Lion: You have an invincible defense against fear and all unwanted emotion-affecting effects. You may Commit Effort to share this immunity with all allies within 100 yards. | **Heart of the Lion: You have an invincible defense against fear and all unwanted emotion-affecting effects. You may Commit Effort to share this immunity with all allies within 100 yards. | ||
**Banner of Passion: Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful emotion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed. | **Banner of Passion: Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful emotion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed. | ||
− | |||
− | |||
− | |||
− | |||
== Nicole == | == Nicole == | ||
*Description: | *Description: | ||
− | + | ??? | |
− | *Height & Weight: 165 | + | *Height & Weight: 165 cm / Athletic |
− | *Level | + | *Level 2 |
− | *XP: | + | *XP: +4 |
− | *Spent Dominion: | + | *Spent Dominion: 6 |
− | *Unspent Dominion: | + | *Unspent Dominion: 1 |
− | === Effort: | + | === Effort: 3 === |
*Free: 2 | *Free: 2 | ||
− | *Instant Commitment: | + | *Instant Commitment: |
− | *Scene-Long Commitment: | + | *Scene-Long Commitment: |
*Day-Long Commitment: 1 | *Day-Long Commitment: 1 | ||
Line 175: | Line 166: | ||
=== Combat === | === Combat === | ||
*AC: 1 | *AC: 1 | ||
− | *HP: | + | *HP: 16/16 |
− | *Hardiness: | + | *Hardiness: 11+ |
− | *Evasion: | + | *Evasion: 12+ |
− | *Spirit: | + | *Spirit: 13+ |
− | *Movement: | + | *Movement: |
*Attacks: Khatar | *Attacks: Khatar | ||
− | **Melee: Khatar + | + | **Melee: Khatar +5 (1d10+3) |
− | **Ranged: | + | **Ranged: |
=== Facts === | === Facts === | ||
Line 189: | Line 180: | ||
*University Loyalist: Nicole has spent her entire life in the university district and cultivated a large number of friends and contacts among the students and academics there. | *University Loyalist: Nicole has spent her entire life in the university district and cultivated a large number of friends and contacts among the students and academics there. | ||
*Friend of Medicine: Nicole has heavily researched the medical profession and established a network of doctor and caretaker contacts and friends. | *Friend of Medicine: Nicole has heavily researched the medical profession and established a network of doctor and caretaker contacts and friends. | ||
− | |||
− | |||
=== Possessions === | === Possessions === | ||
Line 206: | Line 195: | ||
=== Influence & Dominion === | === Influence & Dominion === | ||
− | *Influence Commitments: | + | *Influence Commitments: 0/3 |
− | + | *Dominion Spent: 6 | |
− | + | **Improving doctors and caretakers in the hospital and surrounding areas. Convincing people to go to doctors regularly and convincing the hospital to be generous. (6 dominion) | |
− | *Dominion Spent: | ||
− | **Improving doctors and caretakers in the | ||
− | |||
− | |||
=== Words & Gifts === | === Words & Gifts === | ||
Line 225: | Line 210: | ||
**Flesh Made True: You are able to cure maimings, blindings, poisons, mutilations, and birth defects by sight, once per round. This does not heal hit point damage directly, but it can restore lost limbs and crippled functionality. | **Flesh Made True: You are able to cure maimings, blindings, poisons, mutilations, and birth defects by sight, once per round. This does not heal hit point damage directly, but it can restore lost limbs and crippled functionality. | ||
**Merciful Gaze: By your gaze and a moment’s concentration, you can heal 2d6 hit points or hit dice of damage, plus your level. The target must Commit Effort for the day in order to benefit from the healing, however. NPCs and other ordinary mortals normally can benefit but once per day from this gift. | **Merciful Gaze: By your gaze and a moment’s concentration, you can heal 2d6 hit points or hit dice of damage, plus your level. The target must Commit Effort for the day in order to benefit from the healing, however. NPCs and other ordinary mortals normally can benefit but once per day from this gift. | ||
− | |||
*'''Sun:''' Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision is sufficiently powerful to pierce blindfolds or survive even the physical removal of their eyes. | *'''Sun:''' Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision is sufficiently powerful to pierce blindfolds or survive even the physical removal of their eyes. | ||
− | |||
− | |||
**Sunlit Sight: Commit Effort. Choose a place you’ve been that is currently lit directly by the sun. See and hear everything in that place as if present. Your voice can be heard there by those present. | **Sunlit Sight: Commit Effort. Choose a place you’ve been that is currently lit directly by the sun. See and hear everything in that place as if present. Your voice can be heard there by those present. | ||
− | |||
== Thomas Daniels == | == Thomas Daniels == | ||
*Description: Brown eyes, brown hair, tanned skin and stocky. | *Description: Brown eyes, brown hair, tanned skin and stocky. | ||
*Height: 180cm | *Height: 180cm | ||
− | *Level | + | *Level 2 |
− | *XP: | + | *XP: 4 |
− | *Spent | + | *Spent Dominion: 2 |
− | |||
− | === Effort: | + | === Effort: 3 === |
− | *Free: | + | *Free: 3 |
*Instant Commitment: | *Instant Commitment: | ||
*Scene-Long Commitment: | *Scene-Long Commitment: | ||
Line 287: | Line 267: | ||
=== Combat === | === Combat === | ||
*AC: 3 | *AC: 3 | ||
− | *HP: | + | *HP: 17 |
− | *Hardiness: | + | *Hardiness: 11+ |
− | *Evasion: | + | *Evasion: 13+ |
− | *Spirit: | + | *Spirit: 13+ |
*Movement: | *Movement: | ||
*Attacks: | *Attacks: | ||
− | **Melee: Staff + | + | **Melee: Staff +5, 1d8+3. |
− | **Ranged: The World Against You + | + | **Ranged: The World Against You +5, 1d10+3. |
=== Facts === | === Facts === | ||
Line 300: | Line 280: | ||
*Survivor. Young men who are "encouraged" to leave the settlement frequently don't manage to make it to outside civilization. Those who do, usually don't make it past the "just off the turnip truck" phase without getting in serious trouble. Thomas somehow managed to do both. | *Survivor. Young men who are "encouraged" to leave the settlement frequently don't manage to make it to outside civilization. Those who do, usually don't make it past the "just off the turnip truck" phase without getting in serious trouble. Thomas somehow managed to do both. | ||
*Likes people, distrusts authorities. | *Likes people, distrusts authorities. | ||
− | |||
− | |||
=== Possessions === | === Possessions === | ||
Line 318: | Line 296: | ||
** | ** | ||
*Dominion Spent: | *Dominion Spent: | ||
− | ** | + | ** |
** | ** | ||
+ | |||
=== Words & Gifts === | === Words & Gifts === | ||
Line 326: | Line 305: | ||
**Body of Iron Will (lesser): Your natural armor class is 3. You are impervious to any natural environmental damage, such as that caused by extreme heat, cold, pressure, radiation, or vacuum. Such forces used as a weapon or hazard against you function normally, however, so spells of flame and frost or gifts that use such energies will still injure you. | **Body of Iron Will (lesser): Your natural armor class is 3. You are impervious to any natural environmental damage, such as that caused by extreme heat, cold, pressure, radiation, or vacuum. Such forces used as a weapon or hazard against you function normally, however, so spells of flame and frost or gifts that use such energies will still injure you. | ||
**Harder Than This (lesser, on turn): Commit Effort. Become immune to one environmental peril or special attack as long as the effort remains committed. You can’t adapt to weapons or spells, but you can adjust to become immune to a dragon’s breath, a basilisk’s gaze, a serpent’s poison, or a volcano’s caldera. | **Harder Than This (lesser, on turn): Commit Effort. Become immune to one environmental peril or special attack as long as the effort remains committed. You can’t adapt to weapons or spells, but you can adjust to become immune to a dragon’s breath, a basilisk’s gaze, a serpent’s poison, or a volcano’s caldera. | ||
− | |||
*'''Journeying:''' Heroes with the Word of Journeying always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal. | *'''Journeying:''' Heroes with the Word of Journeying always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal. | ||
**Excellence of the Word: Strength | **Excellence of the Word: Strength | ||
**The Path of Racing Dawn (Greater): Commit Effort. You and those with you can fly or otherwise ignore terrain, moving at a rate of 100 miles an hour while journeying. You can cross shorter distances through the air, though the flight is not precise enough to serve in combat or other cramped interior spaces. | **The Path of Racing Dawn (Greater): Commit Effort. You and those with you can fly or otherwise ignore terrain, moving at a rate of 100 miles an hour while journeying. You can cross shorter distances through the air, though the flight is not precise enough to serve in combat or other cramped interior spaces. | ||
− | |||
− | |||
*'''Luck:''' Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day. | *'''Luck:''' Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day. | ||
**The World Against You (lesser): Commit Effort. The hero becomes able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings. | **The World Against You (lesser): Commit Effort. The hero becomes able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings. | ||
− | |||
− | |||
**Unfailing Fortune (greater): The hero may always reroll a natural 1 on any die they roll. They can dictate the outcome of any element of chance in gambling or gaming. | **Unfailing Fortune (greater): The hero may always reroll a natural 1 on any die they roll. They can dictate the outcome of any element of chance in gambling or gaming. | ||
= Important NPCs = | = Important NPCs = | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
= Realms Visited = | = Realms Visited = |