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Godbound - Mythic Hero Tabletop RP

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Taco Since: Jan, 2001
#1: Dec 23rd 2018 at 5:56:19 PM

    The Story of the Godbound (The Long Version) 
Heaven has fallen. The world is broken. The Throne is empty. More than a thousand years ago the Former Empires ruled in glory. Wonders beyond imagining littered the nations of that ancient age, even the least of men and women living with the luxury of a Bright Republic oligarch. Hunger, sickness, ignorance, pain... all the blights to which mortal bodies are heir were banished by the marvels of the Former Empires.
The agent of this mercy was the might of theurgy, the terrible High Magic uncovered by restless scholars of the old realms. With the secrets of theurgy at their disposal, sages were able to lay impious hands on the very levers of creation, manipulating cosmic powers far beyond the birthright of mortal humanity. The deep powers of the Creator were at their disposal at last, ready to glorify their kindred and exalt their causes. And they had many causes. Bereft of material want, the Former Empires found other reasons to struggle. It was no longer enough to have a full belly and healthy children. The newfound might of theurgy would help them bring righteousness to neighboring realms that disputed the wisdom of their ways or the justice of their laws. Evil and corruption would be purged at last, and all the grieving sorrow of their misguided or malevolent neighbors would be healed by the light of their glorious truth.
Of course, every one of the Former Empires had its own truth to uphold. Their people wanted for nothing, but their material wealth simply left them to crave more intangible things. It was not enough that a neighbor was willing to keep the peace; the neighbor had to agree with them, had to submit to their laws and their ideals. And if this submission made their former neighbors into new subjects of their rulers, was it not a fair reward for a valiant pursuit of justice?
No one knows how long the wars tore open the nations of the old world. Some say they lasted centuries, others think it was only a few years before the ancient theurges sought to end matters. There would be no more fighting. The theurges would use their arts to ascend to Heaven, and there put their causes before the One. God alone would determine the true way that humanity was to live. The angels fought desperately to keep back the invading theurges, but they were too few to withstand the human sorceries. A hun- dred-odd armies marched at the theurges' sides, great engines and terrible war-beasts grinding the celestial legions before them. Count- less mortals perished, but the angels were driven back at last, forced to flee from Heaven and seek refuge in the fires of Hell below.
The triumphant theurges approached the holy heart of Heaven, the Throne of God where the creator of all would answer at last. And yet when the great doors were opened, when the thousand Names were spoken, when the burning wings of angels no longer veiled the sanctum, the Throne stood empty before them. God was not there. The theurges scattered in confusion and wrath. Some were bitter, and swore that the Creator was never there at all, and that the One was merely a trick of angels. Others wept in terror, crying out that their impiety had led to God's abandonment of them. Most, however, saw not an emptiness, but a possibility. If God was no longer on the Throne, was there not room for another?
The Last War below did not cease, but it changed. Throughout the Former Empires, theurges and theotechnicians labored to forge new gods, Made Gods, fabricating them from shards of plundered celestial engines and stolen artifacts from the house of God. Unimaginable power was poured into these hollow shells. Holy exemplars of their nations' ideals were enlisted to embody this force or fuel the golem-gods they created, and in time these Made Gods strode forth.
The destruction they wrought was incalculable. God after god stormed the halls of Heaven, searching for more power in its crum- bling engines and broken wonders. They fought each other on earth, churning up nations, and battled each other in Heaven's gardens, breaking loose shards of the celestial city. As they scavenged the celestial engines, the world began to crack beneath them, the Former Empires splintering into scattered realms that drifted away from each other in the darkness of Uncreated Night. A few reckless Made Gods even attempted to seize the Throne itself, but their sacrilege left only their bones. They were not prepared to usurp the place of God. There was no last battle. There was no ultimate struggle that marked the end of the Last War. There was only a slow winding-down over centuries as the Made Gods died. Some perished from the perils of Heaven, slain by vengeful angels or destroyed by powers they did not understand. Others were killed in battle, slaughtered by rival Made Gods or undone by the energies of mighty mortal weapons. A few sim- ply became lost, trapped or hidden away in a shard of broken Heaven, far away from their home and their people. The Made Gods are gone.
Now there are only the heritor nations, the crumbled fragments of the Former Empires eking out a meager existence in the far-scat- tered realms. The wonders of the former age no longer function, and the theurgy that once shook Heaven is now a brittle, capricious art wounded by the very destruction it caused. Kings and commoners alike must live in a world that no longer welcomes them.
Every year, things grow a little harder. The celestial engines among the shards of Heaven are often broken and always ill-kept, now that the angels have fled. Seasons grow uncertain and nature grows whim- sical or malicious. Sickness comes at strange times and monsters are birthed in hidden places. Sometimes the skin of the realm puckers and splits, a Night Road erupting into the realm from some fathomless depth of Uncreated Night. Creation unwinds slowly, but without halt.
But there is a new thing in the realms. Ordinary men and women are being touched by ancient power. The lost Words of Creation are igniting within the flesh of common humans, imbuing them in a stroke with the power that once required a Made God's shell to contain. It started only a few short years ago, but these "Godbound" are said to be the blessed by the descending fire of the fallen Made Gods. Their holy workings and celestial bindings are falling free from their dead husks, and descending to the earth to catch on mortal souls.
Heretics of the Unitary Church whisper that it was a plan of God that it should be so, that these Godbound will redeem the sins of their ancestors and restore the world that was broken. Others say that they are merely cursed ones, damned to relive the terrible Last War that destroyed the Made Gods before them. Yet in the present hour they are only men and women who have been given something more.
You are Godbound. You have inherited the holy fire. Whatever your past life, however meager a soul you may have been, the light of the Words has found you. Your world is slowly fading and the beasts of its twilight hour are rising up from the dust. Your people cannot hope to stand against them.
Will you be their savior, or will you be their epitaph?

Here's the short version: Heaven is empty. We destroyed a wondrous empire built on the magic of theurgy getting there. The world is winding down, but the detritus of the artificial gods we created in that time is empowering ordinary people throughout the realm of Arcem to put it back together. You've sure as hell got your work cut out for you.

So yeah, I wanted to make a sandbox RP of the God Bound tabletop RPG system, which you can get for free on Drivethrurpg. You can buy a deluxe edition and a few supplemental books there too! The core appeal that I want to pitch for this game is that characters are given incredible godlike power... and have really robust and consistent rules to actually manage that off of the common old school d20 rules. We're going to be playing in the default Arcem setting, hopefully with players close to each other at the outset (please, for my sake). You can find a quick overview of the world on page 95 of the pdf. Also for my sake, please use the game's stat array for character generation and not random rolls. I'll make sure to set up a rolz room once the game launches.

Here's the code for the character sheet, feel free to just photoshop together an edit of the actual game's sheet and post it too, that's what I'm gonna do.

  • Name:
  • Age:
  • Gender:
  • Appearance:
  • Personality:
  • Goal:
  • Attributes:
    • STR:
      • Modifier:
      • Attribute Check:
    • DEX:
      • Modifier:
      • Attribute Check:
    • CON:
      • Modifier:
      • Attribute Check:
    • INT:
      • Modifier:
      • Attribute Check:
    • WIS:
      • Modifier:
      • Attribute Check:
    • CHA:
      • Modifier:
      • Attribute Check:
    • Hardiness Save:
    • Evasion Save:
    • Spirit Save:
    • HP:
  • Facts: Make sure to update these when you level up!
    • Origin: This can include your character's race. The book gives mention to playing elves, dwarves, dragons, and Nezdhovan Autocossacks, but if you want Arcem to have a minority population of catgirls go nuts. Just keep in mind that unless you have relevant Words and Gifts you'll at most get the standard skill check bonus from an Origin Fact.
    • Life:
    • Relationship:
  • Misc. Biography:
  • Words:
    • Gifts:
    • Effort:
  • Armor:
    • Armor Class:
  • Weapons:
    • Base Attack Bonus:
    • Attacks: Make sure to include the attribute of an attack.
  • Wealth: Starts at 0, but for the future, you know.
  • Influence: Starts at 2, but for the future, you know.
  • Dominion: Starts at 0, but for the future, you know.

Looking forward to your characters!

Edited by Taco on Dec 23rd 2018 at 5:59:45 AM

Pentigan Fwomph from The Underverse Since: Apr, 2010
Fwomph
#2: Dec 25th 2018 at 1:57:45 AM

  • Name: Petra Anajana
  • Age: 23
  • Gender: Female
  • Appearance: There's something a little off about Petra, nothing inhuman but she doesn't fit the usual mould of people from the Archipelago. It's something about her face that seems odd and foreign but otherwise she's got the sailor's tan, braided brunette hair and the decorated-yet-practical sailing garb of her adopted homeland.
  • Personality: Petra wants to be friends with everyone. Of course she accepts that sometimes someone adamantly wants to be her enemy and she's willing to accept that decision but she'd really like to convince you of the benefits of being a friend and the only minor obligations that come with that. If you're still unconvinced, no hard feelings but Petra would prefer you try not to be hostile to her because she doesn't want you to get hurt. She's also fairly flippant, noncommittal and has a streak of being casually sarcastic.
  • Goal: Learn the fate of her ancestors
  • Attributes:
    • STR: 8
      • Modifier: -1
      • Attribute Check: 13
    • DEX: 14
      • Modifier: 1
      • Attribute Check: 7
    • CON: 10
      • Modifier: 0
      • Attribute Check: 11
    • INT: 13
      • Modifier: 1
      • Attribute Check: 8
    • WIS: 13
      • Modifier: 1
      • Attribute Check: 8
    • CHA: 18
      • Modifier: 3
      • Attribute Check: 3
    • Hardiness Save: 15
    • Evasion Save: 14
    • Spirit Save: 12
    • HP: 8
  • Facts:
    • Origin: Kasirutan Human
    • Life: Ledger-keeper for a trader vessel
    • Relationship: An unknown ancestry
  • Misc. Biography: Born to a dying mother and an absent father, Petra grew up an orphan within the Kasir culture. Given the importance placed on ancestor worship in the area that left Petra bereft of an object of faith. In time she'd try and worship the ancestors that no longer had families or the ancestors of her friends and crewmates but it couldn't quite fill the void that her lack of true family represented.
  • Words: Wealth, Passion, Luck
    • Gifts: Forever Sufficient, Fashioning a Friend, Heart of the Lion, Unfailing Fortune
    • Effort: 2
  • Armor: Light(Trade enforcer's jacketry)
    • Armor Class: 6
  • Weapons:
    • Base Attack Bonus: +1
    • Attacks: Light(Dagger)(Str/Dex, +2 Attack, 1d6 damage)
  • Wealth: 0
  • Influence: 2
  • Dominion: 0
And a more sheet-like sheet

Edited by Pentigan on Dec 26th 2018 at 8:03:52 PM

It's clearly a case of backroom political albumizing.
Nodrog Since: Jul, 2009
#3: Dec 25th 2018 at 4:56:57 PM

  • Name: Catra

  • Age: 22

  • Gender: Female

  • Appearance: Catra's skin is light brown, emphasizing her emerald green eyes
(with vertically slit pupils) and long black hair. She wears her hair braided into a long pony tail that (when standing) reaches all the way to mid-thigh, with a child-sized spiked bracelet woven into the tip. Her ears are elongated,looking like stretched elven ears except the tips are covered in white fur. She favors light weight clothes, usually a mid-riff baring top and light pants. She usually wears high-heeled sandals in place of footwear her toenails would scratch up.

  • Personality: Catra has what is basically magically induced ADHD... easily distracted most of the time but able to process new informaton rapidly. She rarely shows her real emotions, projecting an aura of a bubbly airhead. In truth she finds a dark delight in punishing those people she feels in need of correction. Due to her teenage years, she feels more comfortable around women then men, but is still hesitant about showing her true self.

  • Goal: Find out about the slavers who tried to smuggle her through the Kasirutan Archipelago as a baby, and of the Oasis State flesh sorceror who twisted her infant form into the feline-human hybrid she is now.

    • STR: 10
      • Modifier: 0
      • Attribute Check: 11

    • DEX: 18 (raised by Alacrity)
      • Modifier: +3
      • Attribute Check: 3

    • CON: 13
      • Modifier: +1
      • Attribute Check: 8

    • INT: 13
      • Modifier: +1
      • Attribute Check: 8

    • WIS: 8
      • Modifier: -1
      • Attribute Check: 13

    • CHA: 16 (raised by Deception)
      • Modifier: +2
      • Attribute Check: 5

    • Hardiness Save: 14

    • Evasion Save: 12

    • Spirit Save: 14

    • HP: 9

  • Facts:

    • Origin: Human modified - Feline variant, presumed modified by an Oasis State flesh sorceror.

    • Life: Orphan

    • Relationship: Hunting down the slaver organization that took her from her home in the Oasis States and had her magically modified, presumably planning to sell her into some form of prostitution. Also wants to find out about her past before she was changed.

  • Misc. Biography: Catra's earliest memories are heavily fragmented, probably a side effect of the changes that went though her body that gave her cat eyes and ears. Her few remaining scraps of early memory point to her having been a normal child of a low-class family in the Oasis states, although not clear enough to remember who her family were. Her earliest 'solid' memories are of age 13, waking up in a caravan of similarly aged children being transported in a slave ship. The ship was attacked by a group of Kasarian enforcers; the children were delivered to the same orphanage as Petra. On leaving the orphanage, Catra tried to track all she could find about the slavers who had transported her; the only solid lead is the fact she has recovered a small bracelet one of the slavers had when they were attacked by the Kasarians. The bracelet made Catra feel weird when she held it in her hands, so instead she carries the bracelet braided into the end of her pony-tail.

  • Words: Alacrity, Beasts, Deception

    • Gifts:

      • Alacrity - 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 defense against being pushed or made to fall.

      • Beast - Eyes of the Cat - You have supernaturally-keen senses; you can see in perfect darkness, hear perfectly any noise within a hundred yards, and track by scent.

      • Beast - Red in Tooth and Claw - Commit Effort. You have or can instantly manifest natural weaponry that does 1d10 damage and counts as a magic weapon. Against natural or magical beasts, these talons or fangs always strike against AC 9 as they effortlessly carve through the hides or scales of these foes.

      • Deception - Deceiver's Unblinking Eye - You can always tell when someone’s trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Godbound with the Deception Word.

      • Deception - Walking Ghost (Greater gift) - Commit Effort. You cannot be detected by lesser foes unless you attack them or otherwise draw blatant attention, even if you are standing right in front of the NPC. Worthy foes have a chance to notice you with a Spirit save if you go into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention.

    • Effort:2

  • Armor: Clothes

    • Armor Class: 6 (9 - 3 for dex)

  • Weapons: Claws, hair-weight

    • Base Attack Bonus: +1

    • Attacks:

      • 1d4+3 base damage (claws/hand), 1d10 + 3 with effort and counts as magical attack (Red in Tooth and Claw)(Base attack + dex to hit, +4)

      • Whip hair around to hit an opponentwith the heavy, spiked bracelet she uses as a hair weight. 1d4+3 Damage (Base attack + dex to hit, +4)

  • Wealth: 0

  • Influence: 2

  • Dominion: 0

Edited by Nodrog on Dec 30th 2018 at 2:37:35 PM

Taco Since: Jan, 2001
#4: Dec 26th 2018 at 9:22:58 AM

So, this all looks mostly legit. Both of you just need to update your BAB to +1. Pentigan, you're in.

Nodrog, you can have the 1d4 fist damage; just please actually flesh out a Relationship Fact and you're in. This is both for your own sake so you have another bonus to your skill checks, and for mine so that I have a way to hurt your character that isn't just damage. It's hard to give Godbound problems as is and being functionally disconnected from the world gives me fewer hooks in you.

That said, here's my own character.

  • Name: Orta Demilcol
  • Age: 24
  • Gender: F
  • Appearance: Orta is definitely appreciating the move south into a warmer climate, and wears a lot of light clothes from the Republic occasionally mixed with heritor-realm textiles to fix her clothes as well as Republic swimwear. She has a fairly soft and curvy body type that belies her absurd strength, and she stays on the shorter side at 5'5 tall. Fairly pale like a plurality of Bright Republicans.
  • Personality: Orta is extremely new to the whole Godbound situation and right now she's focused on learning about it like she has other things. She firmly believes in the power of hard work and in having a very broad set of experiences in your life, even if this also makes her a little flighty sometimes.
  • Goal: Pursue new sources of power and experience.
  • Attributes:
    • STR: 8->19 (Might boost)
      • Modifier: +4
      • Attribute Check: 2
    • DEX: 10-> 18 (Excellence of the Word)
      • Modifier: +3
      • Attribute Check: 3
    • CON: 10->16 (Fertility boost)
      • Modifier: +2
      • Attribute Check: 5
    • INT: 13
      • Modifier: +1
      • Attribute Check: 8
    • WIS: 16
      • Modifier: +2
      • Attribute Check: 5
    • CHA: 13
      • Modifier: +1
      • Attribute Check: 8
    • Hardiness Save: 11
    • Evasion Save: 12
    • Spirit Save: 13
    • HP: 10
  • Facts:
    • Origin: Bright Republic naturalists
    • Life: Hedge Witch
    • Relationship: Orta still has charges waiting for her at home in the Bright Republic.
  • Misc. Biography: Orta's family are pagan hedge mages living in the Bright Republic. She had the classic hippie upbringing, but the very real power that they wielded really shaped her upbringing at a young age. It was them against everyone else in the Republic for the most part, though plenty of new-ager hipstery types kept their natural remedy shop functioning. That changed when increased property taxes to maintain the Ether Nodes in the Republic left their business high and dry; Orta figures the stress of the family's drying up funds was what made her Godbound powers awaken. One day she was fine, the next she socked a guy in the face and sent him through a wall! So, criminal charges aside she knew with power like this she couldn't stay at home. She could certainly send funds home to her family to make sure they ate, but more importantly she needed to challenge herself and seek out the full extent of her powers, disappearing into the ocean to make a call on where to go next.
  • Words: Might, Sea, Fertility
    • Gifts: Body of Water (Sea, Minor), Crushing Depths (Sea, Minor), Excellence of the Word (Sea, Dexterity, Minor), Fists of Black Iron (Might, Minor), Stronger Than You (Might, Minor), Effort of the Word (Fertility, Minor)
    • Effort: 3
  • Armor: Body of Water
    • Armor Class: 0 (3-Dex bonus)
  • Weapons:
    • Base Attack Bonus: +1
    • Attacks:
      • Witch's walking staff: 2 hands, Strength, +5 to hit, 1d12+4 damage
  • Wealth: Starts at 0, but for the future, you know.
  • Influence: Starts at 2, but for the future, you know.
  • Dominion: Starts at 0, but for the future, you know.

Nodrog Since: Jul, 2009
#5: Dec 27th 2018 at 1:35:44 AM

Ok, I misunderstood what the relationship stat was when i first created my profile.

So, looks like we've got a team face (Petra), a rogue (me), and a tank (Orta). Or with the three characters so far all being female, are we going for more of a Charlie's Angels vibe?

MichaelDj54 Since: Mar, 2010
#6: Dec 27th 2018 at 3:10:25 PM

  • Name: Zinyan Karan
  • Age: 23
  • Gender: Male
  • Appearance: Zinyan has longish brown hair that hangs down to almost his shoulders, tannish skin beneath dirty, torn clothing that's wrapped in various, different colored bands of fabric, dull grey dull eyes and gnarled, calloused hands.
  • Personality: Zinyan is, in a manner of words, someone who craves a good fight. He can be a little hard headed about what he likes and he may be ruthless in a fight, but he does have a heard buried under the scars. Mainly, he's got a soft spot for kids, especially those who grew up on the street like he did. It just takes getting to know him to get through.
  • Goal: Find someone whose capable of giving him a really good fight, bordering on scrapping with a GOD. Once that's done, find somewhere he can settle down and relax, and live out the rest of his days at.
  • Attributes:
  • STR: 19 (increased from Might)
    • Modifier: +4
    • Attribute Check: 2
  • DEX: 18 (increased from Alacrity)
    • Modifier: +3
    • Attribute Check:3
  • CON: 16 (Increased by Endurance)
    • Modifier: +2
    • Attribute Check: 5
  • INT: 13
    • Modifier: +1
    • Attribute Check: 8
  • WIS: 13
    • Modifier: +1
    • Attribute Check: 8
  • CHA: 14
    • Modifier: +1
    • Attribute Check: 7
  • Hardiness Save: 11
  • Evasion Save: 12
  • Spirit Save:14
  • HP: 10
  • Facts: Make sure to update these when you level up!
    • Origin: Bleak Reach Human.
    • Life: nomadic Street Brawler.
    • Relationship: Members of his "clan" back at Bleak Reach and his old "boss"
  • Misc. Biography: Growing up on the streets is hard for anyone, and in Bleak Reach it's a whole new ball game. Growing up under the care of one Agin Corset, he was taught that in the world, the toughest earn their way by showing their strength. So, he decided to do just that by making a name for himself on the street. He started by getting into casual fights with the local populace, and after several beatings, managed to grow stronger and stronger. But after a while, the people there weren't enough. The beasts lingering just outside of Bleak Reach, looking towards the populace as mere food, proved a greater threat. While nearly dying against a great and mighty beasts, the Words blessed him with their strength to cull the mighty creature. With this new power, he knew what he wanted: he wanted to earn his place in this world by beating the strongest he could find.
  • Words: Alacrity, Might, Endurance
  • Gifts:
    • Harder than this: (Minor Endurance, on Turn) Commit Effort. Become immune to one physical peril or special attack as long as the effort remains committed. You can’t adapt to weapons, gifts, or spells, but you can adjust to become immune to a dragon’s breath, a basilisk’s gaze, a beast's poison, or a volcano’s caldera.
    • Body of Iron Will (Minor Endurance, Constant): 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. Armor or shields don't benefit this base AC
    • Fists of Black Iron (Minor Might, Constant): The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 1d12. These attacks count as magical weapons.
    • Stronger Than You (Minor Might, Constant): Whenever the Godbound is in an opposed Strength check or contest against another creature or opposing it in a grapple or other exercise of strength, the Godbound always wins. If two Godbound with this gift struggle, the test is resolved normally. As an action, the Godbound can confer the benefits of this gift on an ally for one contest or action.
    • Thews of God (Major Might, Constant): The Godbound is always able to pick up anything smaller than a large building and punch through, smash, or break loose any non-magical substance as a free part of their movement or other actions. This might is quickly deployed, but not finely-controlled enough to help damage rolls or other attacks.
  • Effort: 2
  • Armor: Body of Iron Will
    • Armor Class: 0 (3-Dex Bonus)
  • Weapons: Unarmed (Fists/Feet)
    • Base Attack Bonus: +1
      • Attacks: punches/Kick, 1 or 2 hands, Strength, +5 to hit, 1d10+4 Damage.
  • Wealth: Starts at 0, but for the future, you know.
  • Influence: Starts at 2, but for the future, you know.
  • Dominion: Starts at 0, but for the future, you know.

Edited by MichaelDj54 on Dec 27th 2018 at 8:26:34 AM

JustaUsername Weredragon | he/him from Melbourne, Australia Since: Jul, 2009
Weredragon | he/him
#7: Dec 27th 2018 at 3:49:57 PM

Well, time to post my gunslinger character. Hopefully there aren't too many issues with them. ^.=.^U

  • Name: Jack Jason
  • Age: 19
  • Gender: Male
  • Appearance: Looks a bit like a cowboy with the hat, the longcoat, the boots and the fingerless gloves, though a more casual t-shirt and jeans can be seen underneath. It’s hard to notice but Jack has some muscle on him, though his height doesn’t stand being an average 5’9. For somebody with the Sun world, he’s a bit pale, along with having short wavy blond hair, blue eyes and no facial hair.
  • Personality: While trying to shake off his bystander ways, Jack is still passive until he feels the need to be assertive. Not exactly book smart, Jack tends to learn from experience rather than texts. Jack feels that being a Godbound gives him a responsibility to help people, though this doesn’t mean he won’t retreat when the situation gets too risky. Being a Godbound also made him try to go for what looks "cool", whether other people think it actually is or not (hence why he's starting to use two handguns at once).
  • Goal: The short-term plan is to get stronger. The long-term plan is to hunt down the criminals with power of his city and allow the Bright Republic to have a cleaner slate.
  • Attributes:
    • STR: 13
      • Modifier: +1
      • Attribute Check: 8
    • DEX: 16 -> 18 (Alacrity Boost)
      • Modifier: +3
      • Attribute Check: 3
    • CON: 14
      • Modifier: +1
      • Attribute Check: 7
    • INT: 8
      • Modifier: -1
      • Attribute Check: 13
    • WIS: 10
      • Modifier: +0
      • Attribute Check: 11
    • CHA: 13
      • Modifier: +1
      • Attribute Check: 8
    • Hardiness Save: 14
    • Evasion Save: 12
    • Spirit Save: 14
    • HP: 9
  • Facts: Make sure to update these when you level up!
    • Origin: Bright Republic human
    • Life: Urban Delivery Boy
    • Relationship: Family & co-workers in Bright Republic.
  • Misc. Biography: Jack grew up on the streets of the Bright Republic. It wasn’t a life of luxury but his parents did have enough cash to buy himself and his siblings nifty devices. With Jack not performing so well at school, he wasn’t going to go on the path of a college education, ending up as a delivery boy. He was frequently sent to places that were “too risky to send drones” and as a result, got used to having one of his two pistols along with his bayonet as an ally in riskier circumstances. Like most of the city, he didn’t take heed of the warnings that the ether nodes will eventually run out or focus on the growing poltical corruption, being an overall bystander to the going ons, at least until one day. That particular day there was a delivery to a secretly criminal group and Jack entered the wrong place at the wrong time, finding out their shady dealings and their political power despite this. He retreated from a building at least one block before enforcers caught up to him. His panic made his pistol quickly run dry and they were better armed for close combat. This would seem like Jack’s final moments but suddenly his pistol didn’t feel empty and his firing hand felt more steady, it was the power of the Words, something that allowed him to make quick work of the enforcers. That day, Jack decided he couldn’t be a bystander anymore but unfortunately, he didn’t feel even with the new gained power it was safe to stay in the Etheric Republic, for if they found more about his identity his loved ones could be targeted. He armed himself with all his weapons, ditched his uniform for travel clothes and found a way off his home island. He swore to return one day and when he does, there's going to be reckoning.
  • Words: Alacrity, Bow, Sun
    • Gifts: All Directions at Once (Alacrity, Minor), The Storm Breaks (Alacrity, Minor), Walk between the Rain (Alacrity, Minor), Bolt of Invincible Skill (Bow, Minor), None Beyond Reach (Bow, Minor), Omnipresent Reach (Bow, Minor)
    • Effort: 2
  • Armor: Walk between the Rain
    • Armor Class: 0 (3-Dex bonus)
  • Weapons:
    • Base Attack Bonus: 1
    • Attacks:
      • Magnetic Pistols: 1 or 2 hands (depends if Jack wants to dual wield), Magical (Omnipresent Reach), Dexterity, +4 to hit, 1d10+3 damage (enhanced by Omnipresent Reach), fires as far as Jack can see.
      • Bayonet: 1 hand, Dexterity, +4 to hit, 1d6+3 damage, melee range.
  • Wealth: 0
  • Influence: 2
  • Dominion: 0

Edited by JustaUsername on Dec 29th 2018 at 10:32:59 PM

Some people say I'm lazy. It's hard to disagree.
HilarityEnsues Since: Sep, 2009
#8: Dec 29th 2018 at 11:06:27 AM

  • Name: Anastasia Markov
  • Age: 24
  • Gender: Female
  • Appearance: Anastasia is around 6’3”, and looks pretty much like this. Definitely much paler than most people in Arcem.
  • Personality: Ana is haughty and believes her status as a Godbound sets her apart from “normal” people. Living free of the struggles that most of her countrymen go through has made her somewhat less able to empathize with the plight of the typical peasant laborer, something her newfound divinity certainly hasn’t helped with. That said, she is perfectly capable of being charming, friendly, and even genuinely helpful. It’s just that she generally helps other people when she has something to gain in return, rather than out of the goodness of her heart.
  • Goal: Become the world’s best capitalist. Or just use her considerable powers for her own benefit, really.
  • Attributes:
    • STR: 10
      • Modifier: +0
      • Attribute Check: 11
    • DEX: 16 → 18 Alacrity Bonus
      • Modifier: +3
      • Attribute Check: 3
    • CON: 13
      • Modifier: +1
      • Attribute Check: 8
    • INT: 13
      • Modifier: +1
      • Attribute Check: 8
    • WIS: 14
      • Modifier: +1
      • Attribute Check: 7
    • CHA: 8 → 16 Desire Bonus
      • Modifier: +1
      • Attribute Check: 5
    • Hardiness Save: 14
    • Evasion Save: 12
    • Spirit Save: 13
    • HP: 9
  • Facts: Make sure to update these when you level up!
    • Origin: Nezdohva Human
    • Life: Artificer for the boyars.
    • Relationship: The Artificer’s Guild of Nezdohva
  • Misc. Biography: While most humans were serfs under the iron fist of the automaton aristocracy (the boyars), Anastasia’s artificing talents and very nimble hands made her a member of the privileged bourgeois. Because of this, she was more or less ok with humans being subservient to the boyar, or at least unwilling to publicly voice any opposition to the status quo. she and the others in the Artificer’s Guild continued to aid their automaton rulers, and it seemed like that was going to be Ivan’s life from that point on. Things quickly changed, however, once she was blessed with the Words and found herself in possession of manual dexterity and artificing skill far beyond that of a mere mortal. With her newfound power, she felt there was little reason to stay in Nezdohva, so she left with little fanfare.
  • Words: Artifice, Desire, and Alacrity
    • Gifts: ***Perpetual Perfection (Constant, Major Artifice) Everything you make is flawless and impervious to normal decay and use. Only intentional efforts at have any chance of ruining them. The weapons and armor you create count as magical items, ones capable of harming supernatural foes and granting a +1 to hit and damage rolls for mortal wielders. You and other Godbound are too mighty to benefit from ther hit and damage bonus.
      • Faultless Repair (Action, Minor Artifice) You can fix anything with the available materials and tools. Up to a 10 x 10 x 10 foot cube per level worth of objects or constructions can be made like new each round, provided it is not completely destroyed. Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuffs. If repairing magical or enchanted things, Effort is Committed for the scene with each use of the gift.
      • Ten Thousand Tools (Constant, Minor Artifice) Your natural gifts of creation are augmented. Instead of requiring a full round to create a portable mundane object, you may do so as an On Turn action, as part of whatever action you take. This object may be a permanent creation or allowed to disappear afterwards at your discretion. Your daily labor on projects is worth 1,000 laborers per level. This gift is of no use to a Godbound who has not bound this Word.
      • Transmuter (Action, Minor Artifice) Commit Effort for the scene and turn one 10 x 10 x 10 foot cube of material per hero level from one physical substance into another. Items being used or held by a creature cannot be changed. If the effect is used to somehow harm targets, they take a 1d6 damage die for every two character levels of the hero, rounded up. If the substance being created is rare or precious, Effort must be committed for the day. Extremely rare and magical substances cannot be created this way, though mountains of gold can be fabricated. See the Wealth Word for limits on the use of this newfound treasure, as it is all too easy to inflate a region’s mundane economy into chaos.
      • Walk Between the Rain (Constant, Minor Alacrity) Your natural AC is 3. You cannot be hit by anything not driven by a purpose unless you allow it; 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. Armor and shields don't benefit you.
    • Effort: 2
    • Armor Class: Walk between the Rain
      • AC: 0 (3 - Dex Bonus)
  • Weapons:
    • Base Attack Bonus: +1
    • Attacks: Bow: 2 handed, Magical (Perpetual Perfection), Dex, 1d8+3 damage, +4 hit, 300 yards range
    • Rapier: 1 handed, Magical (Perpetual Perfection), Dex, 1d6+3 damage, +4 hit, melee range
  • Wealth: 0
  • Influence: 2
  • Dominion: 0

Edited by HilarityEnsues on Dec 29th 2018 at 6:29:05 AM

AtlasStratus Knight Cheesebeam from Frouphut, 1337 Impossible Avenue Since: Feb, 2016 Relationship Status: In bed with a green-skinned space babe
Knight Cheesebeam
#9: Dec 30th 2018 at 1:12:29 AM

  • Name: Bei Qianzhang
  • Age: 33
  • Gender: Male
  • Appearance: Standing at 177cm tall, Qianzhang keeps his black hair short enough to not touch any part of his face or ears. Has analytical, dark eyes and a goatee. While he has been given clothing more befitting of his position, his everyday wear consists of a long-sleeved tunic with a sash around the waist.
  • Personality: A first impression would describe him as "stern". His foremost interest when involved in an event is to understand the full picture of what is happening before taking action. While he somewhat understands what he is capable of as Godbound, he still errs on the side of caution. Despite this, he may defer when he considers his judgment insufficient, and has a soft spot for reasonable selflessness.
  • Goal: Promote the interests of the Regency, at least on paper. As a Godbound and part of the gentry, his personal interest is to prove the worth of a Godbound to the ruling elite and quell some of their worries.
  • Attributes:
    • STR: 10
      • Modifier: 0
      • Attribute Check: 11
    • DEX: 8
      • Modifier: -1
      • Attribute Check: 13
    • CON: 13
      • Modifier: 1
      • Attribute Check: 8
    • INT: 18 (Knowledge boost)
      • Modifier: 3
      • Attribute Check: 3
    • WIS: 14
      • Modifier: 1
      • Attribute Check: 7
    • CHA: 13
      • Modifier: 1
      • Attribute Check: 8
    • Hardiness Save: 14
    • Evasion Save: 12
    • Spirit Save: 14
    • HP: 9
  • Facts:
    • Origin: Dulimbai Regency Human
    • Life: Envoy for the Regency | First generation of family to pass Imperial Examination
    • Relationship: Distrusted by other officials in the Regency, and keeps relations with them strictly professional. Tries to maintain correspondence (and allowance) with family.
  • Misc. Biography: Born the middle child of a xiaoren family of wheelwrights, the importance of the Imperial Examination was drilled into him since young. He had his duties at the workshop, which his elder brother vowed to take the burden of his duties to allow Qianzhang to devote all his time to studies. This arrangement lasted his young life, even through ill health and the like, leading him to a deep admiration for his brother and determination to repay him for his efforts (sadly but unsurprisingly, his brother failed the Examination). The night before his turn at the Examination, he was meditating amid a thunderstorm to commit his studies to memory, and the blessing of the Words struck him in a moment of lucidity. Passing the Examination with flying colours, he declared his status as Godbound not long after and seeked to prove his worth to his people abroad.
  • Words: Sky/Knowledge/Sorcery
    • Gifts:
      • Disclose the Flaw (Knowledge, Greater)
      • The Unveiled Truth (Knowledge, Lesser)
      • Rain of Lightning (Sky, Lesser)
      • Windsinger (Sky, Lesser)
      • Perfection of Understanding (Sorcery, Lesser)
    • Effort: 2
  • Armor: Clothing
    • Armor Class: 9
  • Weapons: Dao (Medium, but inexperience makes it calculated as Light)
    • Base Attack Bonus: +1
    • Attacks: 1 handed, STR, +1 to hit, 1d6+0
  • Wealth: Starts at 0
  • Influence: Starts at 2
  • Dominion: Starts at 0

Edited by AtlasStratus on Dec 30th 2018 at 10:24:50 PM

Timers to measure time, thermometers to measure thermomets, mometers to measure mom, and measuring containers to measure measurements.
UndyingPhoenix Since: Feb, 2015 Relationship Status: You cannot grasp the true form
#10: Dec 30th 2018 at 2:43:10 AM

  • Name: Elmdore Alazar

  • Age: 25

  • Gender: Male

  • Appearance: Elmdore is 5'9'', with a head of straight, black shoulder-length hair and dark skin, like all Ancalians. He forgoes a knight's mail for a simple chain shirt and loincloth/faulds over his loose, flowing olive-green shirt and black trousers.

  • Personality: Stern, perceptive and calculating, but no less a man of passionate honour, Elmdore is serious and straightforward. Though he follows the Pavian knight's code, emphasising protecting the weak, he can be ruthless in his strategies, taking every advantage and edge he can, a necessary evil he views from the 5 years of holding off monsters from Hadiya. He views his status as a Godbound not only as a gift, but as a duty to do his best to fulfill his oath as a Pavian Knight, helping those who cannot help themselves, a mission he never shies away from.

  • Goal: To ensure the continued safety of Hadiya and drive back the monsters of the Night Roads from Ancalia.

  • Attributes:

    • STR: 14

      • Modifier: +1

      • Attribute Check:7

    • DEX: 13

      • Modifier: +1

      • Attribute Check: 8

    • CON: 13

      • Modifier: +1

      • Attribute Check: 8

    • INT: 16 -> 18 (raised from Knowledge)

      • Modifier: +3

      • Attribute Check: 3

    • WIS: 8 -> 16 (raised from War)

      • Modifier: +2

      • Attribute Check: 5

    • CHA: 10 -> 16 (raised from Command)

      • Modifier: +2

      • Attribute Check: 5

    • Hardiness Save: 14

    • Evasion Save: 12

    • Spirit Save: 13

    • HP: 9

  • Facts:

    • Origin: Ancalian Human

    • Life: Ancalian Knight-Commander Strategist

    • Relationship: Protector of Hadiya

  • Misc. Biography: Born in the capital to two merchants, Elmdore had no desire to follow in his parents' footsteps, and so joined the Ancalian Knights, specifically the Pavian order, as soon as he could. While passing average in the martial arts, he did have a cunning mind and a gift for strategy. Upon becoming a Knight, it wasn't long for him until the calamity of the Night Roads opening and the abominations therein poured out into the Kingdom. Fleeing the capital whilst protecting the evacuees as best he could alongside others, they retreated to the sanctum of Hadiya, where he took command of protecting the city for the next 5 long, hard years. Now, after all these years he feels confident enough to leave his war in the hands of his trusted advisors and militia to seek something, anything to turn the tide in Ancalia.

  • Words: Command, War, Knowledge

    • Gifts:

      • Invincible Iron General (Command, Greater): All NPC soldiers serving under you gain +1 hit die, a hit bonus equal to your level, and a Morale of 11. Your will is automatically known by all your lieutenants and you always know the location, condition, and general activities of all military units that accept your command

      • A Thousand Loyal Troops (Command, Lesser): Commit Effort. A visible NPC immediately becomes cooperative toward you, doing for you all they’d do for a superior or employer. Those who are worthy foes get a Spirit save to resist this effect. The cooperativeness lasts even after the Effort is reclaimed, provided the compliance is not abused or wholly improbable.

      • The Best-Laid Plans (Knowledge, Lesser): Commit Effort for the day and lay out a plan. The GM announces the most relevant complication or threat to the plan’s execution that you don’t already know about. This insight can be drawn upon only once for any particular goal being pursued, with the GM deciding what constitutes a different goal.

      • The Best Course (Knowledge, Lesser): Commit Effort for the scene. Gain one sentence of truthful information from the GM on the best way to accomplish your current desire or goal. New information cannot be gained with this gift until the existing information is acted upon or the goal is abandoned.

      • Know The Terrain (War, Lesser):You concentrate briefly and get a perfect mental map of the terrain around you in a radius of two miles per character level. This map makes you aware of any Mob-sized collection of creatures of interest to you and gives you a perfect awareness of the locations of any of your soldiers, regardless of their distance from you. The resolution of this mental map is fine enough to identify weak points in a structure's fortifications, but it is not sufficiently fine-grained to serve as an internal map of a constructed building.

    • Effort: 2

  • Armor: Chain Shirt and Fauld (Light)

    • Armor Class: 6 (Light Armour (7) - 1 DEX bonus)

  • Weapons:

    • Base Attack Bonus: +1

    • Attacks: Knight's Longsword: 1H, Strength, +2 to hit, 1d8+1 damage

  • Wealth: 0

  • Influence: 2

  • Dominion: 0

Taco Since: Jan, 2001
#11: Jan 1st 2019 at 7:58:17 PM

All profiles do look good! If you haven't seen it yet we also have a Discord! Oh and, you know, an IC thread or whatever. Signups are not closed, just a heads up! Get to it, you have a realm to save!

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