GAME MECHANICS
WEAPONS
Rather than provide a lengthy list of armaments that are all largely identical in murderous function, weapons in Godbound are broken down into a few basic categories.
Each type of weapon has a damage die and one or more attributes associated with it. Wielders add that attribute’s modifier to their hit roll and damage roll with the weapon. Where two attributes are listed the wielder can use the better of the two. Weapons used as part of a magical attack granted by a gift can use whatever attribute seems most appropriate to the way they are being wielded.
Unarmed attacks (Punch, kick, bite) uses your Str or Dex modifier, and do 1d2 damage.
Light weapons (Dirk, club, rapier) use Str or Dex modifier (your choice), and do 1d6 damage.
Medium weapons (Sword, spear, mace) use Str, and do 1d8 damage.
Heavy weapons (Greatsword, maul) use Str modifier, and do 1d10 damage.
1H Ranged weapons (Javelin, knife) use Dex, and do 1d6 damage.
2H Ranged weapons (Bow, crossbow) use Dex, and do 1d8 damage.
ARMOUR
Amid the ashing blades and thunderous bolts of combat, a little steel is welcome between a warrior’s skin and an enemy sword. Armor improves the wearer’s armor class, making them more difficult to hurt in a fight.
The lower the armor class, the better. Armor class is modified by the subject’s Dexterity modifier, with a bonus lowering it and a penalty raising it.
A hero’s armor class can never be worse than 9, even if they’re unarmored and exceptionally slow.
Wearing armor comes at a cost, however. It pinches, burdens, and has unfortunate occult impurities. If you wear medium armor, apply a -4 penalty to a saving throw roll of your choice; maybe your hauberk slows you down, hindering your Evasion, or maybe it’s just heavy on your shoulders, and harms your Hardiness, or maybe the light, exible alloy it’s made of is a dangerous conductor of curses, penalizing your Spirit save. You can choose whichever saving throw you prefer, but can’t change it for that particular suit of armor afterwards.
If you wear heavy armor, choose two categories to be penalized. Shields and light armor inflict no penalties.
No Armour (Skin or clothing) inflicts no penalty, and provides Armour Class 9.
Light Armour (Leathers or hides) inflicts no penalty, and provides Armour Class 7.
Medium Armour (Mail or light plate) and inflicts -4 to one Saving Throw, and provides Armour Class 5.
Heavy Armour (Heavy plate) and inflicts -4 to two Saving Throw, and provides Armour Class 3.
- Shield provides a further -1 bonus to Armour Class.
- Dex modifier provides a further bonus to Armour Class.
WEALTH and EQUIPMENT
Your PC has on their person or available nearby whatever equipage or belongings might be appropriate to their background and situation. Any Godbound can lay hands on weapons or armor to suit them given a little time, but if there’s any question as to whether or not they own something or have it on them, just consult their situation. If they are prepared for a particular undertaking or role, such as delving into a lost Night Road, or acting as a roving spice merchant, or infiltrating a palace to poison a malevolent god-king, they have whatever equipment might be expected for the task in whatever quantities seem reasonable. Special equipment such as magical items or celestial artifacts are always tracked separately.
Particularly grand purchases that don’t fit their existing Facts must be purchased with Wealth points. Sailing ships, real estate, grand celebrations, legendary carousing, the bribes of high officials, the out fitting of mercenary bands, and other major expenditures fall under this heading, while pettier purchases can simply be assumed, as Godbound have many means of acquiring what they need. As a newly-fashioned Godbound, your PC has not yet earned any Wealth worth the name, but will doubtless rectify that shortcoming as soon as possible.
The availability of equipment and possessions will depend on the character’s surroundings. If the character is lucky enough to be a Godbound of Artifice, they may not lack for anything conceivable to the artificers of the realm. Other groups will have to make do with the talents of the local craftsmen or their own scavenging.
Most nations in a realm will have technology no more sophisticated than Renaissance Europe at best, with many impoverished lands lacking even that. Gunpowder weapons are unknown in most realms, and only through rare artifices, diligent excavation, or special enchantments can more advanced gear be acquired by a hero.