Character Creation.   Posted by Storyteller.Group: 0
Storyteller
 GM, 1 post
Wed 16 Oct 2019
at 22:49
Character Creation
Character creation varies by Exalt type. Most of these rules are variants provided in the deluxe version of the Godbound rules - if you don't have access to the deluxe version, let me know and I'll work with you to get you the rules appropriate to your character.

SOLARS

Solars are Exemplars, mostly using Skill Words.

When creating a Solar, pick an Exemplar innate gift suited to your Caste.
Dawn = Conquerors
Zenith = Autocrats
Twilight = Sages
Night = Deception
Eclipse = Mediators
Rebels are a sort of "wild card" - any Caste can select Rebel in place of their normal innate gift.

When picking words, take 3 major Skill Words and 2 minor Skill Words. One of their Skill Words can be replaced by a more traditional Word from the list of Words associated with the character's innate gift - so a Zenith could take Endurance, Command, or Passion in place of one of their Skill Words. Any Solar can replace a Skill Word with Sun. Likewise, up to one of the Skill Words can be replaced by "X Sorcery" for the more esoteric or elemental traditional Words - so Earth could be taken as "Earth Sorcery", but there can't be an "Endurance Sorcery". Death can replace a minor Skill Word, but would be considered "Necromancy" - see Necromancy, below. Regardless of how it is acquired, replacing a minor Skill Word with a traditional Word only allows Lesser Gifts from that word.

At least three of the five words selected should be appropriate to the character's Caste. Pick three appropriate basic Word powers for your character, so long as they can be rationalized as being associated with one of your Skill or traditional Words.

Solars (and other Solar-like characters) all have the Incandescent Power and Consuming Temptation traits.

ABYSSALS

As per Solars, with appropriate swapping of Caste lists. Any Abyssal may take Death instead of Sun as a traditional Word. Abyssals are not required to treat Death as Necromancy.

INFERNALS

Closest to standard Godbound character creation. They pick an Exemplar Gift as a Solar, but otherwise use traditional Words based on their Yozi patrons. One of these Words must be appropriate for their Exemplar trait. They have the Consuming Temptation and Incandescent Power traits. Death can be selected, but would be considered "Necromancy", a variant that does not allow miracles in the same way the traditional Sorcery Word does not support miracles, and Infernals cannot take Greater Gifts from Necromancy.

LUNARS

Lunars use slightly modified Protean rules.

Lunars pick three traditional Words, but their choices are somewhat curtailed. They must take Shapeshifting as their first Word. Their second Word must be related to their Caste. Full Moons can select form Alacrity, Endurance, or Might, Changing Moons select from Command, Passion, or Deceit, and No Moons select from Health, Knowledge, and Sorcery. Their final word can be other normal Word, though the elemental Words would be styled as "Fire Sorcery". Death can be selected, but would be considered "Necromancy" - see Necromancy, below.

In return for their lack of flexibility, Lunars get the standard Protean bonuses of physical attributes of at least 13 and an extra hit point per level. Lunars don't have the weaknesses some types of Proteans possess, and do have the Incandescent Power trait, but not Consuming Temptation.

SIDEREALS

Sidereals use slightly modified Undestined rules.

Sidereals take the Fate Word, 2 major Skill Words, and 2 minor Skill Words. One of these Words can be replaced by an appropriate traditional Word associated with their specific Caste - so a Journeys Sidereal could replace a Word with Alacrity or Journeying. Likewise, up to one of the Skill Words can be replaced by "X Sorcery" for the more esoteric or elemental traditional Words - so Earth could be taken as "Earth Sorcery", but there can't be an "Endurance Sorcery". Death can replace a minor Skill Word, but would be considered "Necromancy" - see Necromancy, below. Regardless of how it is acquired, replacing a minor Skill Word with a traditional Word only allows Lesser Gifts from that word.

At least three of the five words selected should be appropriate to the character's Caste. Pick three appropriate basic Word powers for your character, so long as they can be rationalized as being associated with one of your Skill or traditional Words.

Sidereals have the Incandescent Power and Skilled in Strife traits.

DRAGON-BLOODED

Dragon-Blooded use modified Elemental Scion and Skill Word rules.

Dragon-Blooded pick one traditional Word associated with their Caste - Fire, Sea, Sky, Earth, or Fertility. Unlike most Elemental Scions, Dragon-Blooded do not have any restrictions on their use of this Word for miracles, dispelling, Gift selection, or any other purpose. Beyond that, they pick four minor Skill Words. Up to one of these minor Skill Words can be replaced by "X Sorcery" for the more esoteric traditional Words - so Journeying could be taken as "Journeying Sorcery", but there can't be an "Endurance Sorcery". Death can replace one of these minor Skill Word, but would be considered "Necromancy" - see Necromancy, below.

Dragon-Blooded have the Incandescent Power trait. They have the Skilled in Strife trait, but it only applies to elementally inspired Strifes.

EXIGENTS, LIMINALS, AND OTHERS

If you want to play something other than one of the traditional Exalt types, let me know. We might be able to work something out. For the moment, I'm not going to lay out detailed rules for these.
Storyteller
 GM, 2 posts
Wed 16 Oct 2019
at 23:10
Word Rulings
LEXICON OF THE THRONE

I do have Lexicon of the Throne, but I'm not as familiar with most of it as I am with the core Godbound book. If you want to use something from Lexicon, let me know so I can look it over. Some Words are obviously unsuitable for this game, like Engineering, Network, and most of the concept Words, but most of it is probably fine - I'd just like to take a look first.

DEATH AND NECROMANCY

Death is restricted as a Word to Abyssals. Other Exalts can take it as "Necromancy", which is limited to Lesser Gifts and has the Sorcery limitations on miracles. However, Necromancy and Death have access to Necromantic equivalents of Adept of the Gate, Way, and Throne, allowing access to necromantic invocations. As an explicit exception to the normal Necromancy rules, non-Dragon-Blooded can learn the necromantic version of Adept of the Way as a Greater Gift. Only Abyssals may learn the necromancy version of Adept of the Throne.