Editing Godbound: Who Made Who?

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*Available Dominion: 0
 
*Available Dominion: 0
  
=== Effort: 6 ===
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=== Effort: ===
 
*Free: 6
 
*Free: 6
 
*Instant Commitment:
 
*Instant Commitment:
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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.
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**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: 12
*Spent Dominion: 11
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*Spent Dominion: 7
*Unspent Dominion: 3
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*Unspent Dominion: 5
  
 
=== Effort: 5 ===
 
=== Effort: 5 ===
*Free: 2
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*Free: 5
*Instant Commitment: 1
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*Instant Commitment: 0
*Scene-Long Commitment: 1
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*Scene-Long Commitment: 0
*Day-Long Commitment: 1
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*Day-Long Commitment: 0
  
 
=== Attributes ===
 
=== Attributes ===
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=== Combat ===
 
=== Combat ===
 
*AC: 1
 
*AC: 1
*HP: 3/33
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*HP: 33/33
 
*Hardiness: 8+
 
*Hardiness: 8+
 
*Evasion: 9+
 
*Evasion: 9+
 
*Spirit: 10+
 
*Spirit: 10+
*Movement: Standard
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*Movement:
 
*Attacks: Khatar
 
*Attacks: Khatar
 
**Melee: Khatar +7 (1d10+3)
 
**Melee: Khatar +7 (1d10+3)
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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
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*HP: 23
*Hardiness: 9+
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*Hardiness: 10+
*Evasion: 11+  
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*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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