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13:07, 25th April 2024 (GMT+0)

3/  CHARACTER GENERATION.

Posted by galley_slaveFor group 0
galley_slave
GM, 7 posts
Thu 25 Jul 2019
at 07:04
  • msg #1

CHARACTER GENERATION

GODBOUND derives unofficially from the various DnD + d20 systems, and draws inspiration from the EXALTED system.
So most players will find much of the character statistic and generation mechanics familiar.

But, even as the lovechild of those systems, it is significantly simplified ... so there will be changes that you'll need to be aware of.

Additionally, for those who have access to the Godbound Rulebook, you'll notice that there are bits and piece I have left out, for further simplicity.


If simple systems are not to your taste (and they very much are to mine), maybe this is not the game for you.


But without further ado, I present a step-by-step walkthrough of the CHARACTER GENERATION process.
Please remember that, until your character is complete, and enters play, you can fiddle and change the character mechanics to suit your desires.
This message was last edited by the GM at 04:35, Sat 27 July 2019.
galley_slave
GM, 8 posts
Thu 25 Jul 2019
at 08:27
  • msg #2

CHARACTER GENERATION

1/  Assign your hero's Attribute Scores to determine their innate strengths and weaknesses.
The higher the attribute, the stronger the hero in that quality.
Assign the following six scores to the attributes in any order desired: 16, 14, 13, 13, 10, and 8.

The six Attributes are:
- Strength measures your PC’s powers of physical brawn. Strength improves your hero’s ability in melee combat and allows them to exert force without the aid of their supernatural powers.
Your Strength modifier affects melee hit rolls and damage rolls.
- Dexterity is your PC’s agility and precision of motion. It im- proves your hero’s ability with ranged combat, their talent for acrobatic maneuvers, and their aptitude at dodging dangers. Your Dexterity modifier affects your armor class and the rolls made for ranged and light-weapon attacks and damage dice.
- Constitution is the raw hardihood of your Godbound and their ability to keep functioning when hurt or exhausted. It influences a hero’s hit points, which determine how much punishment they can take before they collapse. Constitution modifiers are applied to your maximum hit points.
- Wisdom is both the perceptiveness and judgment of a hero, aiding them in noticing details, discerning truths, and making sound appraisals of a situation. Your Wisdom modifier is used only rarely, for certain divine powers or your Spirit saving throw.
- Intelligence reflects the hero’s raw intellectual capacity and their gifts of memory and logic. Many tasks of education or mental aptitude tax a Godbound’s intelligence. Intelligence modifiers are also relatively rarely used, but might apply to your Evasion saving throw or powers that rely on your hero’s sagacity.
- Charisma is the raw force of personality exuded by the hero and their ability to instinctively command the obedience and reverence of others. Those with low Charisma might be ugly or easily ignored, while those with high Charisma seem to be natural leaders and worthy of respect. Your Charisma modifier is applied to the reaction rolls made to determine how strangers respond to your hero, and might also be applied to the attack and damage rolls of powers based on your presence or force of will.


2/  Record your hero's Attribute Modifiers.
Usually, you don't apply your whole score to a relevant die roll. Instead, you just apply a bonus or penalty.
If your attribute score is 3, your modifier for the attribute is -3. For scores of 4–5, its -2, for 6–8 it's -1, for 9–12 it's +0, for 13–15 it's +1, for 16–17 it's +2, and for a mighty score of 18, it's +3.


3/  Decide three Facts about your hero. A Fact is an important truth about your hero; one that shapes their past and abilities.
     - One Fact should be about where they came from.
          - One Fact should be about how they acquired the skills they used to survive before awakening to their divine power.
               - One Fact should be about some sort of important relationship or organisation they're involved with.
Each Fact doesn't need to be more than a sentence or two long.


4/  Record your Saving Throws.
- Hardiness saving throws measure of your resistance to exhaustion, poison, and bodily transformation;
- Evasion saving throw aid you to dodge explosions, death rays, and other incoming hazards
 - Spirit saving throw help you to resist mind control, curses, and magical sendings

          Hardiness =    15 - Strength/ Constitution (use best modifier)
          Evasion =       15 - Dexterity/Intelligence (use best modifier)
          Spirit =           15 - Wisdom/Charisma (use best modifier)


5/   Pick three 'WORDS'.
These Words describe your hero's divine powers and Godbound might. They should express something meaningful about the character's personality and favorite approach toward dealing with problems. Ultimately, though, a Godbound's Words are emanations of their nature. Your hero controls their Words and decides how they manifest their powers.
You will find the printed list of WORDS in the 'WORDS of Power' thread.

6/  Write down your hero's Hit points.
Hitpoints are a measure of a Godbound's nearness to defeat. If you run out of hit points, your hero is gravely wounded or incapacitated by their foes, and can no longer act. If you're hurt again while at zero hit points, your hero will perish.
A new Godbound has eight hit points, modified by their Constitution modifier. You can recover lost hit points by resting; a full night's sleep will restore any you've lost.

7/  Note down your hero's Effort score.
Effort is the measure of your Godbound's available divine energy. You commit it to use certain gifts or succeed on failed saving throws, and you get it back when the gifts are no longer needed or you have some time to rest.
Effort is the fuel of a Godbound's divine powers. If all your Effort has been committed, your hero is at their limit.

8/  Your Godbound starts with 2 Influence Points.
Influence measures your hero's capacity to sustain projects and changes with their own personal attention.
You will find out more about INFLUENCE in the 'Game Mechanics' thread.
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