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*Height & Weight: 160cm/47kg
 
*Height & Weight: 160cm/47kg
*Level 4
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*Level
*XP: 12
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*XP: 8
*Spent Dominion: 11
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*Spent Dominion: 8
*Available Dominion: 0
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*Available Dominion: 1
  
=== Effort: 6 ===
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=== Effort: ===
*Free: 6
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*Free: 5
 
*Instant Commitment:
 
*Instant Commitment:
 
*Scene-Long Commitment:
 
*Scene-Long Commitment:
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=== Combat ===
 
=== Combat ===
 
*AC: 2
 
*AC: 2
*HP: 24
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*HP: 19
*Hardiness: 8+
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*Hardiness: +
*Evasion: 9+
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*Evasion: 10+
*Spirit: 9+
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*Spirit: 10+
 
*Movement:
 
*Movement:
 
*Attacks:
 
*Attacks:
**Melee: +8
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**Melee: +
**Ranged: +7
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**Ranged: +
  
 
=== Facts ===
 
=== Facts ===
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*Charismatic Figurehead
 
*Charismatic Figurehead
 
*You Shall Know Us by Our Deeds
 
*You Shall Know Us by Our Deeds
* Apex Predator
 
  
  
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=== Influence & Dominion ===
 
=== Influence & Dominion ===
 
*Influence Commitments:
 
*Influence Commitments:
** Three Maidens of Praha
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**  
 
**
 
**
 
*Dominion Spent:
 
*Dominion Spent:
 
** The Sword of Liberty (8) (Impossible badasses x City scope)
 
** The Sword of Liberty (8) (Impossible badasses x City scope)
** The Three Maidens of Praha (3 + 5 Influence) - Together they have HP13, 2x1D8 straight attacks, Effort 4, Nine Iron Walls, Thirsting Razor.  Apart they are 4HD heroes.
+
**
  
 
=== Words & Gifts ===
 
=== Words & Gifts ===
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**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.
**Shattering Hand: Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as  ve feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.
 
 
*'''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.
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**Name Their Doom: On Turn.  Commit Effort. Choose a single individual within sight as a rival. Until the rival is defeated, flees, or the scene ends, a new rival cannot be chosen, nor can the technique be ended. All hit rolls the adept  makes against the rival may be rolled twice, and the better taken. All hit rolls the adept makes against anyone else are rolled twice, and the worst taken. Mobs cannot be selected as rivals.
 
**Name Their Doom: On Turn.  Commit Effort. Choose a single individual within sight as a rival. Until the rival is defeated, flees, or the scene ends, a new rival cannot be chosen, nor can the technique be ended. All hit rolls the adept  makes against the rival may be rolled twice, and the better taken. All hit rolls the adept makes against anyone else are rolled twice, and the worst taken. Mobs cannot be selected as rivals.
 
**Excel Their Strokes: On Turn.  Commit Effort. While committed, if the rival misses an attack roll in a turn against any target, the adept’s next hit roll against them is automatically successful. Attack rolls that are blocked or negated by a gift don’t count as misses, nor do resisted supernatural powers.
 
**Excel Their Strokes: On Turn.  Commit Effort. While committed, if the rival misses an attack roll in a turn against any target, the adept’s next hit roll against them is automatically successful. Attack rolls that are blocked or negated by a gift don’t count as misses, nor do resisted supernatural powers.
**When they HideThe adept is always aware of their rival’s exact location and general activities while the scene is still underway, and may  ght them without penalty even while unable to see or detect the rival otherwise.
+
**While They Live: Instant. If the adept is reduced to zero hit points while the rival is still active, the adept may Commit Effort for the day and instantly regain two hit points per level, or a quarter of their hit dice for creatures without levels. This technique can be used only once per scene.
  
 
== Nicole ==
 
== Nicole ==
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*Height & Weight: 165+10 cm / Athletic  
 
*Height & Weight: 165+10 cm / Athletic  
*Level 4
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*Level 3
*XP: 14
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*XP: 7
*Spent Dominion: 11
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*Spent Dominion: 7
*Unspent Dominion: 3
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*Unspent Dominion: 0
  
=== Effort: 5 ===
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=== Effort: 4 ===
*Free: 2
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*Free: 1
*Instant Commitment: 1
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*Instant Commitment:
*Scene-Long Commitment: 1
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*Scene-Long Commitment: 0
*Day-Long Commitment: 1
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*Day-Long Commitment: 3
  
 
=== Attributes ===
 
=== Attributes ===
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=== Combat ===
 
=== Combat ===
 
*AC: 1
 
*AC: 1
*HP: 3/33
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*HP: 14/20
*Hardiness: 8+
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*Hardiness: 10+
*Evasion: 9+
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*Evasion: 11+
*Spirit: 10+
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*Spirit: 12+
*Movement: Standard
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*Movement:
 
*Attacks: Khatar
 
*Attacks: Khatar
**Melee: Khatar +7 (1d10+3)
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**Melee: Khatar +6 (1d10+3)
**Ranged: Burning Light +7 (1d10+3)
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**Ranged:
  
 
=== Facts ===
 
=== Facts ===
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*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.
 
*Solar Mystic: Nicole is exploring her semi-divine status and becoming more adept at projecting the impression of divinity with her voice and mannerisms.
 
*Solar Mystic: Nicole is exploring her semi-divine status and becoming more adept at projecting the impression of divinity with her voice and mannerisms.
*Divine Compassion: Nicole has established that her cult even accepts her enemies as far as salvation goes, and she comes across as approachable and understanding.
 
  
 
=== Possessions ===
 
=== Possessions ===
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**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.
**Intrinsic Health: Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.
 
 
*'''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.
**Body of Burning Light: Commit Effort. Your brilliance makes you almost impossible to tar-get, by creatures who operate by means of vision. While you shine,
 
your natural AC is 3 against creatures with sight. Your weapons or unarmed attacks count as a magical weapon with a range of 200 feet, and do a minimum of 1d10 damage. Your corona counts as natural sunlight for susceptible creatures. Armor and shields don't aid this AC.
 
 
**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.
 
**Sunstrike: Commit Effort for the scene. If the sun is in the sky, its radiance strikes a desired visible foe for 1d10 fire damage per level of the Godbound. This blaze will penetrate any roof or ceiling not proof against divine gifts in order to strike the target. If the sun is not in the sky the bolt does 1d6 damage per level. Creatures not of this world, such as sum-moned entities, angels or Uncreated, always take 1d10 damage per level and roll the damage twice to take the harshest result.
 
**Sunstrike: Commit Effort for the scene. If the sun is in the sky, its radiance strikes a desired visible foe for 1d10 fire damage per level of the Godbound. This blaze will penetrate any roof or ceiling not proof against divine gifts in order to strike the target. If the sun is not in the sky the bolt does 1d6 damage per level. Creatures not of this world, such as sum-moned entities, angels or Uncreated, always take 1d10 damage per level and roll the damage twice to take the harshest result.
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*Description: Brown eyes, brown hair, tanned skin and stocky.
 
*Description: Brown eyes, brown hair, tanned skin and stocky.
 
*Height: 180cm  
 
*Height: 180cm  
*Level 4
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*Level 3
*XP: 6 (correct later)
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*XP: 6
*Spent Dominion: 4 (correct later)
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*Spent Dominion: 4
*Unspent Dominion: 2 (correct later)
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*Unspent Dominion: 2
  
=== Effort: 5 ===
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=== Effort: 4 ===
*Free: 5
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*Free: 4
 
*Instant Commitment:
 
*Instant Commitment:
 
*Scene-Long Commitment:
 
*Scene-Long Commitment:
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=== Combat ===
 
=== Combat ===
 
*AC: 3
 
*AC: 3
*HP: 29
+
*HP: 23
*Hardiness: 9+
+
*Hardiness: 10+
*Evasion: 11+  
+
*Evasion: 12+  
*Spirit: 11+
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*Spirit: 12+
 
*Movement:
 
*Movement:
 
*Attacks:
 
*Attacks:
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**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.
**Opening The Way (lesser): Commit Effort for the scene to create a hole in security, whether it’s a guard suddenly wandering away from his post or a rift appearing in a magical barrier. The hole will allow you and your allies a clear path into or past a place and will last as long as is practical, no less than five minutes. This security hole is not usually large enough to
 
allow unhindered movement within the location, only entry into it.
 
 
*'''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.
**Blighted Luck (lesser): Commit Effort. A target is cursed with misfortune. They’ll always lose games of chance, bad things will always happen to them, and they always roll twice on hit rolls and saves and take the worse result. Worthy foes can make a Spirit save to resist. This effect lasts until you choose to lift it, a particular event of your choice happens, or a
 
sufficient power dispels it.
 
 
**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.
  
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==Other NPCs==
 
==Other NPCs==
 
===Dr. Julius Fuchs===
 
(should probably be promoted to important given time for a full writeup)
 
 
The heroes' main contact in Prague, a follower of Lady Moonlight and hub of our network of new contacts.  Has an estate and an excellent butler.
 
  
 
===The Assassin===
 
===The Assassin===
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Varnado gangster, was probably stalking Aurelia but probably didn't kill her.  First NPC on the Pantheon's "we're going to kill this guy" list, but also the least important.
 
Varnado gangster, was probably stalking Aurelia but probably didn't kill her.  First NPC on the Pantheon's "we're going to kill this guy" list, but also the least important.
 
 
===The Three Maidens of Praha: Hillevi, Walentyna, Iminathi===
 
 
Three casual acquaintances of Elizabeth, whom she blessed with a measure of her own power after becoming convinced the vampire plague in Prague was a significant danger.  While individually skilled and strong, the full measure of Elizabeth's blessing only activates when they fight together.  Hillevi is a scion of Prague's noble families who does mercenary work for her own amusement; Walentyna is an ethnically Chinese daughter of immigrants who burns with patriotism for the city, and Iminathi is a South African mercenary who is in town looking for work to pay for her unfortunate katana habit.
 
 
Together they have HP13, 2x1D8 straight attacks, Effort 4, Nine Iron Walls, Thirsting Razor.  Apart they are 4HD heroes.
 
  
 
= Realms Visited =
 
= Realms Visited =

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