Godbound: Who Made Who?

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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 2
  • XP:
  • Spent Dominion: 2

Effort: 4

  • Free: 4
  • 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: 2
  • HP: 9
  • Hardiness: 11+
  • Evasion: 12+ (- armour penalty)
  • Spirit: 12+
  • Movement:
  • Attacks:
    • Melee: +5
    • Ranged: +4

Facts

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

Possessions

  • Adventuring Gear
    • Moonlight Sword
    • Medium Armour
  • 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.
    • Nine Iron Walls
  • 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.
    • Banner of Passion

Nicole

  • Description:

???

  • Height & Weight: 165 cm / Athletic
  • Level 2
  • XP: 0
  • Spent Dominion: 3

Effort: 3

  • Free: 1
  • Instant Commitment:
  • Scene-Long Commitment:
  • Day-Long Commitment: 2

Attributes

Attribute Score Mod Check
Str 18 3 3+
Dex 16 2 5+
Con 16 2 5+
Int 16 2 5+
Wis 8 -1 13+
Cha 14 1 7+

Combat

  • AC: 1
  • HP: 16/16
  • Hardiness: 11+
  • Evasion: 12+
  • Spirit: 13+
  • Movement:
  • Attacks: Khatar
    • Melee: Khatar +5 (1d10+3)
    • Ranged:

Facts

  • Runner: Nicole spent her youth as a messenger with quite a few physical hobbies. She's an amateur traceur and loves urban exploration.
  • Active Academic: Nicole spent her entire life wanting a good education, and she spends her spare time reading fiction and nonfiction. She's a graduate student in the humanities, with a general focus on history and social sciences. She feels a bit insecure and inadequate compared to most other students, so she studies harder.
  • 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.

Possessions

  • Adventuring Gear
    • Heavy Katars (treat as a single heavy weapon; usually left at home if she's not expecting trouble)
    • Sap Gloves (treat as a single light weapon; usually carried in case of an emergency)
    • Basic Clothing
    • Small Backpack
    • Miscellaneous cheap nonfiction and fiction books
  • Home
    • Small book collection
    • Homemade maps from urban exploration
    • Wardrobe of miscellaneous clothing, hand-me-downs, and spare cloth
    • Old sewing machine

Influence & Dominion

  • Influence Commitments: 0/3
    • Improving doctors and caretakers in the hospital and surrounding areas. (??? influence)
    • Convincing people to go to doctors regularly and convincing the hospital to be generous. (??? influence if there's any left from the other thing)
  • Dominion Spent:
    • Improving doctors and caretakers in the hospital and surrounding areas. (3 dominion)


Words & Gifts

  • Alacrity: Heroes with the Alacrity Word cannot be surprised. They may increase their Dexterity to 16, or to 18 if it’s already 16 or higher.
    • All Directions As One: You can navigate vertical or overhanging surfaces as if they were flat ground. You can pass through rough terrain effortlessly. You have an invulnerable defence against being pushed or made to fall.
    • Flickering Advance: Commit Effort to scene end. Instantly reach any location you can see with your unaided sight out to the horizon, which is usually about three miles away for a character standing on flat terrain. From a high elevation, the maximum range is ten times as far.
    • Walk Between The Rain: Your natural AC is 3. You cannot be hit by anything not driven by a purpose unless you allow it; random debris, raindrops, or falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you.
  • Health: Heroes with the Health Word have an invincible defense against diseases and poisons of all kinds. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.
    • Ender of Plagues: Commit Effort for the scene. Cure all diseases and poisonings with-in sight. If the Effort is expended for the day, the range of the cure extends to a half-mile around the hero, penetrates walls and other barriers, and you become immediately aware of any disease-inducing curses or sources of pestilence within that area.
    • Excellence of the Word (Strength): Choose one attribute score and raise it to 18. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound. Nicole's excellence conveys a sense of hidden power, and she's permanently taller, sturdier, more perfected, and somewhat imposing.
    • 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.
  • 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.

Thomas Daniels

  • Description: Brown eyes, brown hair, tanned skin and stocky.
  • Height: 180cm
  • Level 2
  • XP: 4
  • Spent Dominion: 2

Effort: 3

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

Attributes

Attribute Score Mod Check
Str 18 3 3+
Dex 10 0 11+
Con 18 3 3+
Int 13 1 8+
Wis 14 1 7+
Cha 13 1 8+

Combat

  • AC: 3
  • HP: 17
  • Hardiness: 11+
  • Evasion: 13+
  • Spirit: 13+
  • Movement:
  • Attacks:
    • Melee: Staff +5, 1d8+3.
    • Ranged: The World Against You +5, 1d10+3.

Facts

  • Used to hard living. The place he grew up in doesn't have much in the way of "modern" conveniences even by the standards of these times. Wood doesn't chop itself. Life since then hasn't exactly been rosy either.
  • 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.

Possessions

  • Adventuring Gear
    • Staff
  • Home

Influence & Dominion

  • Influence Commitments:
  • Dominion Spent:


Words & Gifts

  • Endurance: Heroes with the Endurance Word need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.
    • 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.
  • 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
    • 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.
    • 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.

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

  • PCs don't automatically go first if they're facing an opponent that I reasonably consider to be on equal footing with them. That's likely to be fairly rare.


Style Guide

  • IC posts should be present tense and third person, but I'm not going to flip my lid about it.
  • The PCs should be at least minimally decent people, although like most things I'm more flexible if the roleplay is really good.
  • I prefer that preteens not show up on screen. That's not because children literally don't exist or whatever, it's because often bad things happen in my games and for reasons of good taste I prefer that kids not be a part of it. However, slasher movies have taught us that teenagers are sufficiently hateable to make good victims.
  • Other things that are at least semi-verboten include real-world types of bigotry, sexual violence, etc. I feel sorta weird writing this one out, because I don't expect you guys to go out of your way to introduce anything like that, but I might as well make it explicit.
  • This game will be way less Vancian in tone than my normal campaigns, but it's definitely not Blue Rose, either. So, NPCs might screw you, but you don't need to assume they're already planning to leg it with the goods.
  • People aren't necessarily dead at 0HP. This includes the PCs. As a last-ditch defense, consider being a person your enemies would have an interest in capturing alive.
  • I love cleverly written posts, but brevity is also your friend. Ideally, every post you make should include at least one action or statement that other characters in the same area could react to. "Jack Bastard sits and considers what fools his companions are" is a bad post for several reasons, which I will leave as an exercise for the reader.
  • If you disagree or object to a proposed course of action, you should suggest an alternative at the same time.
  • Don't post about what other characters think, feel, or do, basic PBP shit, blah blah blah.

Other Notes