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16:01, 26th April 2024 (GMT+0)

5/  CHANGING THE WORLD.

Posted by galley_slaveFor group 0
galley_slave
GM, 12 posts
Sun 28 Jul 2019
at 15:29
  • msg #1

CHANGING THE WORLD

Godbound are proto-divinities, and such men and women are naturally going to have a dramatic effect on the world around them. Their goals, ambitions, hates, and loves will leave marks on the realm, and divine god-heroes are unlikely to leave their campaign world unmarked by their passage.

There are several ways these changes can come to pass.

Heroes have three main resources for enacting changes in the world around them. The first is that of their natural Gifts and the Words of Creation they’ve bonded. Their gifts and miracles are convenient for making direct, immediate changes that require little management.

Heroes also have Influence; abstract points representing the force of their full attention and regular management of a situation. Like Effort, Influence is only ever committed, not expended. A hero has Influence equal to one plus their character level, possibly a few points more depending on the special gifts they may have mastered. A player uses Influence when they want to represent their hero’s regular tending of a situation and their 'off-screen' use of gifts and miracles.

Heroes will also earn Dominion points. These points are used to represent their divine mandate and their instinctive ability to mold the world around them to fit their will. Unlike Influence, Dominion is lost when expended, but can be used to change situations and local circumstances in miraculous  AND PERMANENT ways; alterations that last until some another power comes along to knock them down. Heroes start with no Dominion, but gain it for performing mighty deeds and through the worship of their cults.

With Influence or Dominion, true marvels can be created that would otherwise be impossible. Fabulous palaces of luxurious modern conveniences can be raised next door to mud-walled village huts, and springs of molten gold can be coaxed from barren rock. Harmonious workshops of fabulous productivity or iron soldiers that march and fight as real warriors can all be conjured forth by heroes with applicable Words. For truly great wonders and dramatic changes, however, equally great deeds must also often be performed as well.
galley_slave
GM, 13 posts
Sun 28 Jul 2019
at 15:30
  • msg #2

PERSONAL EFFORT

PERSONAL EFFORT
The simplest way for a Godbound to make a change in the game world is to just do it. If a Godbound has the necessary gifts to raise a comfortable manor house over the course of a few hours of work, then they can make a manor house whenever they have a spare afternoon. If they have the power to control the minds of men and delicately adjust the village mayor’s attitude toward their suggestions, then the mayor will give whatever orders they want him to give. It is not necessary to bring in any more complication than that, and many changes can be settled just with the use of a gift or miracle. These changes cost nothing in Influence or Dominion as they are direct, immediate acts.
galley_slave
GM, 14 posts
Sun 28 Jul 2019
at 15:31
  • msg #3

INFLUENCE

INFLUENCE
Sometimes, however, the change that the hero wants to make is too far-reaching for the simple exercise of gifts, or too complicated to be managed with a simple miracle. A city’s lord might be as susceptible to the powers of command as a village mayor, but the substantial body of officials and courtiers around him may prove more complicated to direct, particularly if they suspect their lord is being ensorceled.

The Godbound can then exert their powers over the courtiers, of course, but it eventually comes to a point where the hero would have to spend a significant amount of his or her free time just to keep their plans in motion. It’s up to the GM to determine when a task is too complicated for the simple use of a gift, miracle or short-term use of skill.

Exerting this sort of abstracted effort is represented by the use of Influence. The amount of Influence the hero and their allies must expend depends on how improbable or difficult the task is; from one Influence Point to make a plausible change in a village, to more than sixty to enact a realm-wide reality that is otherwise impossible.
Provided the hero can explain how their Words and skills can attain their end, they and their friends usually don’t need to do more than commit the Influence and work for a reasonable amount of time to enact the change. Assuming no outside forces are opposing them and no major challenge needs to be first overcome, the change will simply happen.

This Influence needs to stay committed, however, or else the natural pressures and complications of the situation will soon erode away whatever alteration they made. New industries might fall apart under outside pressure or lack of direction, while obedient governments might turn rebellious as unfettered new officials rise in power. This decay usually takes a while, but it’s almost inevitable once the Influence is withdrawn.
galley_slave
GM, 15 posts
Sun 28 Jul 2019
at 15:32
  • msg #4

DOMINION

DOMINION
For situations where the hero wishes to make lasting changes that persist without their personal oversight, Dominion must be spent. The hero performs this exertion much as they would expend Influence.

They use their gifts and miracles and natural talents to bring out the desired end, but the Dominion makes it permanent. It subtly alters the outlines of the situation and changes the flow of fate so that the alterations that the Godbound makes are persistent, and will continue until some grave disaster or fierce outside force overthrows it.
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