Editing Godbound: Who Made Who?
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*Height & Weight: 160cm/47kg | *Height & Weight: 160cm/47kg | ||
− | *Level | + | *Level 3 |
− | *XP: | + | *XP: 11 |
− | *Spent Dominion: | + | *Spent Dominion: 8 |
− | *Available Dominion: | + | *Available Dominion: 3 |
− | === Effort: | + | === Effort: 5 === |
− | *Free: | + | *Free: 5 |
*Instant Commitment: | *Instant Commitment: | ||
*Scene-Long Commitment: | *Scene-Long Commitment: | ||
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=== Combat === | === Combat === | ||
*AC: 2 | *AC: 2 | ||
− | *HP: | + | *HP: 19 |
− | *Hardiness: | + | *Hardiness: 9+ |
− | *Evasion: | + | *Evasion: 10+ |
− | *Spirit: | + | *Spirit: 10+ |
*Movement: | *Movement: | ||
*Attacks: | *Attacks: | ||
− | **Melee: + | + | **Melee: +7 |
− | **Ranged: + | + | **Ranged: +6 |
=== Facts === | === Facts === | ||
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*Charismatic Figurehead | *Charismatic Figurehead | ||
*You Shall Know Us by Our Deeds | *You Shall Know Us by Our Deeds | ||
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=== Influence & Dominion === | === Influence & Dominion === | ||
*Influence Commitments: | *Influence Commitments: | ||
− | ** | + | ** |
** | ** | ||
*Dominion Spent: | *Dominion Spent: | ||
** The Sword of Liberty (8) (Impossible badasses x City scope) | ** The Sword of Liberty (8) (Impossible badasses x City scope) | ||
− | ** | + | ** |
=== 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. | ||
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*'''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. | ||
− | ** | + | **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 | + | *Level 3 |
− | *XP: | + | *XP: 10 |
− | *Spent Dominion: | + | *Spent Dominion: 7 |
*Unspent Dominion: 3 | *Unspent Dominion: 3 | ||
− | === Effort: | + | === Effort: 4 === |
− | *Free: | + | *Free: 4 |
− | *Instant Commitment: | + | *Instant Commitment: |
− | *Scene-Long Commitment: | + | *Scene-Long Commitment: 0 |
− | *Day-Long Commitment: | + | *Day-Long Commitment: 0 |
=== Attributes === | === Attributes === | ||
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=== Combat === | === Combat === | ||
*AC: 1 | *AC: 1 | ||
− | *HP: | + | *HP: 14/20 |
− | *Hardiness: | + | *Hardiness: 10+ |
− | *Evasion: | + | *Evasion: 11+ |
− | *Spirit: | + | *Spirit: 12+ |
− | *Movement: | + | *Movement: |
*Attacks: Khatar | *Attacks: Khatar | ||
− | **Melee: Khatar + | + | **Melee: Khatar +6 (1d10+3) |
− | **Ranged: | + | **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. | ||
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=== 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. | ||
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*'''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. | ||
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**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 | + | *Level 3 |
− | *XP: 6 | + | *XP: 6 |
− | *Spent Dominion: 4 | + | *Spent Dominion: 4 |
− | *Unspent Dominion: 2 | + | *Unspent Dominion: 2 |
− | === Effort: | + | === Effort: 4 === |
− | *Free: | + | *Free: 4 |
*Instant Commitment: | *Instant Commitment: | ||
*Scene-Long Commitment: | *Scene-Long Commitment: | ||
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=== Combat === | === Combat === | ||
*AC: 3 | *AC: 3 | ||
− | *HP: | + | *HP: 23 |
− | *Hardiness: | + | *Hardiness: 10+ |
− | *Evasion: | + | *Evasion: 12+ |
− | *Spirit: | + | *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. | ||
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*'''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. | ||
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**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== | ||
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===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. | ||
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= Realms Visited = | = Realms Visited = |