Difference between revisions of "Godbound: Who Made Who?"

From RPGnet
Jump to: navigation, search
(The Free City of New Orleans)
(The Free City of New Orleans)
Line 127: Line 127:
 
**Major Actor: Duke Quick, of the Parish Carolla, was previously the young lover of the Duchess Renoux. Spurned, he managed to worm his way into adoption by the elderly former Duke Quick, and now sits on the council across from her. He's charming, well-loved, and is related to members of a surprising number of other prominent families.
 
**Major Actor: Duke Quick, of the Parish Carolla, was previously the young lover of the Duchess Renoux. Spurned, he managed to worm his way into adoption by the elderly former Duke Quick, and now sits on the council across from her. He's charming, well-loved, and is related to members of a surprising number of other prominent families.
 
**Major Actor: Duchess Renoux, of the Parish Grand Facile, is the general to the King's Army. She is thus highly influential in the military, although her civilian influence is weaker.
 
**Major Actor: Duchess Renoux, of the Parish Grand Facile, is the general to the King's Army. She is thus highly influential in the military, although her civilian influence is weaker.
*'''Night Roads'''
+
*'''Night Roads''':
 
**Venice: The largest night road, an aquatic one, can take up to a longship. Must be traveled in silence, though, as the sound of engines or loud speech may attract the attention of abominations.
 
**Venice: The largest night road, an aquatic one, can take up to a longship. Must be traveled in silence, though, as the sound of engines or loud speech may attract the attention of abominations.
**Prague
+
**Prague: Access is via a crypt in Lafayette Cemetary No. 1. Descending some rather cramped stairs leads to an impossibly long, tall, and narrow stone bridge supported by arches. The support pillars descend into endless darkness. There's no native light. Not many monsters here, but it's considered the most psychologically stressful to travel.
**Rio
+
**Rio and Buenos Aires: These two Night Roads are very similar. Originating in plantation mansions near the borders of the Darkness (although a hundred miles away from each other), they're both heavily guarded. They lead to narrow glass-and-steel bridges that span a windswept void. Monster probability is moderate, creatures emerge into the real world at least once a week.
**Buenos Aires
+
**Cape Town:  The Lake Ponchartrain Causeway now disappears into a black void, thus entering into this Night Road. The road itself is actually a two-lane blacktop through a wasteland, and the trip rarely takes less than a week. Unfortunately, technological devices do not function on this Road. Purely mechanical pocketwatches will work, but electronics and internal combustion engines typically fail. There is a Way Station about halfway to Cape Town, a peculiar pocket in the Night Road that is half fortress and half truck stop. Bright sodium-arc lights make it visible from miles away, and the technology at the Way Station functions so long as it is native to the location. Travelers are advised to be prepared to pay the toll.
**Cape Town
+
**Dresden: Access is via a dark stone archway in the city's botanical gardens. The archway is capable of relocating if too much of its surroundings are changed, so there are no longer efforts made to create a clearing around it. The Night Road is a path through a forest, and travelers are strongly advised not to stray off the path. This route is heavy on misbegotten monsters.
**Dresden
 
  
 
= Maps =
 
= Maps =

Revision as of 11:07, 13 March 2016

Red riding hood speedpaint by artofbeng-d9tn4ip.jpg


Player Characters

Zhang "Elizebeth" Mei

  • Description:

Elizabeth's intensity and drive belies her tiny frame. She is personable and attentive, but never idle.

SnowVase.jpg

  • Height & Weight: 150cm/40kg
  • Level 1
  • XP:
  • Spent Dominion:

Effort: 3

  • Free: 3
  • Instant Commitment:
  • Scene-Long Commitment:
  • Day-Long Commitment:

Attributes

Attribute Score Mod Check
Str 19 4 2+
Dex 18 3 3+
Con 13 1 8+
Int 14 1 7+
Wis 13 1 8+
Cha 18 3 2+

Combat

  • AC:
  • HP:
  • Hardiness: 11+
  • Evasion: 12+
  • Spirit: 12+
  • Movement:
  • Attacks:
    • Melee:
    • Ranged:

Facts

  • Lost cub of the Lion City
  • Unrelenting Work Ethic
  • None so Zealous a Patriot as the Immigrant


Possessions

  • Adventuring Gear
  • Home

Influence & Dominion

  • Influence Commitments:
  • Dominion Spent:


Words & Gifts

  • Might: Strength score of 19 and a +4 attribute modifier for Strength. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.
  • Sword: Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.
    • Thirsting Razor: While Effort is committed, you always hit lesser foes with your melee attacks. No attack roll is necessary, but this benefit applies only to actual melee weapon or unarmed attacks, and not to other effects that involve hitting a foe to inflict a hostile effect.
    • 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.
  • 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.

Nicole

???

Important NPCs

Realms Visited

The Free City of New Orleans

New Orleans is warm and humid at the best of times. The port is mostly full of smaller sailing vessels, the larger ships having long been broken down for scrap. The city and surrounding territory is broken up into twelve Parishes (which do not correspond particularly to pre-Darkness parishes), each one ruled by a Duke. The dukes form a council which elects a King. There is theoretically only one law under the king, but in practice individual dukes are incredibly powerful within their own parishes. There are less than a million people in the realm. New Orleans is ludicrously gifted in the number of Night Roads connecting it to other cities, but access to them is restricted.

  • Problems:
    • The Dukes charge ruinous taxes, rendering many destitute, as part of their jockeying for position.
    • The city's leadership is split up into factions, which do not cooperate.
    • A terrible, unseen monster ranges around the outer borders of the land, and the armed forces are helpless to stop it.
  • Tags et cetera
    • The King is a Figurehead
    • Court Mood: Decadent & Obsessed with exotic pleasures
    • Major Actor: Bishop Hoggatt is the ultimate patriarch of the Catholic church in this Realm, since no one has heard from Rome, and is also the Duke of Parish Cathedral. He has a network of spies and criminals at his beck and call.
    • Major Actor: Duke Quick, of the Parish Carolla, was previously the young lover of the Duchess Renoux. Spurned, he managed to worm his way into adoption by the elderly former Duke Quick, and now sits on the council across from her. He's charming, well-loved, and is related to members of a surprising number of other prominent families.
    • Major Actor: Duchess Renoux, of the Parish Grand Facile, is the general to the King's Army. She is thus highly influential in the military, although her civilian influence is weaker.
  • Night Roads:
    • Venice: The largest night road, an aquatic one, can take up to a longship. Must be traveled in silence, though, as the sound of engines or loud speech may attract the attention of abominations.
    • Prague: Access is via a crypt in Lafayette Cemetary No. 1. Descending some rather cramped stairs leads to an impossibly long, tall, and narrow stone bridge supported by arches. The support pillars descend into endless darkness. There's no native light. Not many monsters here, but it's considered the most psychologically stressful to travel.
    • Rio and Buenos Aires: These two Night Roads are very similar. Originating in plantation mansions near the borders of the Darkness (although a hundred miles away from each other), they're both heavily guarded. They lead to narrow glass-and-steel bridges that span a windswept void. Monster probability is moderate, creatures emerge into the real world at least once a week.
    • Cape Town: The Lake Ponchartrain Causeway now disappears into a black void, thus entering into this Night Road. The road itself is actually a two-lane blacktop through a wasteland, and the trip rarely takes less than a week. Unfortunately, technological devices do not function on this Road. Purely mechanical pocketwatches will work, but electronics and internal combustion engines typically fail. There is a Way Station about halfway to Cape Town, a peculiar pocket in the Night Road that is half fortress and half truck stop. Bright sodium-arc lights make it visible from miles away, and the technology at the Way Station functions so long as it is native to the location. Travelers are advised to be prepared to pay the toll.
    • Dresden: Access is via a dark stone archway in the city's botanical gardens. The archway is capable of relocating if too much of its surroundings are changed, so there are no longer efforts made to create a clearing around it. The Night Road is a path through a forest, and travelers are strongly advised not to stray off the path. This route is heavy on misbegotten monsters.

Maps

House Rules

Other Notes