GM Rednal's Godbound (Inactive)

Game Master Rednal


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Discussion Thread.


All right! o wo Just got a little bit of housekeeping before we begin.

First, I want you to format your profiles like the sample character I made here, except with the fluff at the end instead of the start.

Once that's been done, I want each of you to look through the next player's profile (going in alphabetical order) and double-check all the numbers to be sure everything's in order and they haven't made any errors - Kostya loops back around to reviewing Beatrice, since they're at the end. We're all new to this system, and I think reviewing another profile will help you better learn the numbers and such you're about to use. ^^ Once that's done and you've all posted your confirmations here, we'll go ahead and get started.


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

Here she is! So excited for this!


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

Woot


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

@Jebat: I believe that you should have 10 HP (8 base and +2 from Con) and a Sword attack of +5 (+1 base, +4 from Str).
Also, in your recap you marked an Evasion save of 11 when it should be 13. The rest seems alright.


Jebat's Con Mod is +1, I believe, since his score is 14 - if you're too used to Pathfinder, it's easy to get the modifiers mixed up. XD


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

Oh, right, I think that I mistook Dexterity for Constitution.


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

@Beatrice - looks good. Thanks for the +1 BAB & Evasion typo.


Dotting into Discussion, be finishing up the profile shortly.


Self-Made God 1 | HP: 5/10 | AC: 2 | H: 11 E: 13 S: 14 | Unarmed: +5, 1d12+4

Dot~


(Fluff at the end of your aliases, not the start, everyone. XD I'll be referencing your numbers more often than your backgrounds, so the numbers go up top.)


HP: 4/7 | AC 7 | Hardiness: 15, Evasion: 13, Spirit: 12 | Committed effort: 1/2| Immune: Being lied to, magical lie detection

Khatef reporting.

Are we reviewing in alphabetical order based on character name or board name?


Character name. ^^ It seemed more sensible that way.


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

@Khatef. Everything looks good to me. But you know you can put your Ability Score 8 in your Charisma and increase your Constitution to 13 or 10, in case you want your Strength 13, right? You probably do and want to tank your ability score for story, but just in case you missed it.

@Kostya. Everything looks good to me. Just need to put your fluff below your crunch.

Both need to update your quick reference bar - the Gender/Race/Classes part of your alias.

Looking forward to sailing with you.

cheers


Yeah, it was intentional. I wanted him to have a penalty in Hardiness, which meant either Str or Con at 8. Con seemed a better fit.

I've considered taking the Health word at a later date, his godly might eventually fixing his broken body (and letting him spread plagues to better invisibly show godly displeasure to future subjects), but that would definitely be after Command so at a minimum 4 levels from now and more realistically 6-8 or more.


(Spoilers aren't needed in your alias, Khatef. XD Those really only slow things down by demanding extra clicks.)


I prefer them, but gone they go.

@Kostya: Everything looks in order, ave one thing that is wrong on either your sheet or mine. On Saving Throws, as the "Base" number, on mine I put the number they currently are with attributes, barring any potential Gift abilities lowering them. On yours, you put Base as completely unmodified by anything but level bonuses for saves. Not sure which is correct.


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

Alright, so we just need Kostya to check me and we can go. Same as Khatef, my 8 Str is intentional.


Self-Made God 1 | HP: 5/10 | AC: 2 | H: 11 E: 13 S: 14 | Unarmed: +5, 1d12+4

Moved the fluff for mine. And everything looks great on yours Beatrice. And I used the base 15 because that's what I saw in the example, its also what Beatrice has listed so until I hear otherwise I think that's what we're going with.

Side note, really liking how different everyone's characters are. Not so much that it seems like any one person is going to be problematic, but everyone will likely have different ways of handling situations. Should make for interesting interactions.


As far as saves go...

The first number is what you'll actually use (with attribute modifiers), and the second number is the 'Base' Save you have (16 - Level, without attribute modifiers). That's followed by noting which attribute you're using for the modifier, and then the ACP if you have it. ^^/ The point of this setup is to make it easy for you to calculate what it should be when you level up.


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

When does the Gameplay post happen relative to the character's background?

Is it the day they became Godbound?

Or is it, just one random day within a year of becoming Godbound?

thanks


It's basically at the end of your backgrounds, and probably no more than a month or two after you've gotten your powers. Godbound are new to the world, and nobody's really settled down or figured out how to handle them yet.


Holding off posting for a minute because my power will be really hard to describe working on a flat, most featureless plane until other peoples' arrows and whatnot start flying.

I just want to make sure I understand how The World Against You works in regards to committing effort.

Power in question:
--The World Against You (Lesser, On Turn): Commit Effort. I am able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings

So, it is an On Turn action power that requires committing effort for an unspecified duration. It does not have a duration listed.

Since it is On Turn, I can use it as many times per round as I have Effort (twice, in this case). So, I get two attacks, which takes all of my Effort.

I am going to assume that while reclaiming Effort is "instantaneous and may be done at any time", this power is not intended to give me an infinite number of attacks per round.

Would it be reasonable to assume that this Effort is, essentially, "Committed for the turn"? Meaning I can reclaim it next round and then do it all over again?


Self-Made God 1 | HP: 5/10 | AC: 2 | H: 11 E: 13 S: 14 | Unarmed: +5, 1d12+4

Possible Clarification: Unless I misunderstand you do not get multiple attacks unless you manage to find a power or ability that specifically mentions attacking multiple times. In this case you would assign a point of Effort to that ability and be able to make a single attack against the orbs. It can manifest in whatever way you choose, them somehow temporarily loosing flight and slamming into one another, lightning cracking down from the strange fracturing sky, luck seems pretty open. Whatever happens though you roll a single attack against the Mob and try to hit 20. That's your base attack modifier [+1], your attribute you assign to your powers [Cha or Dex? +3] and then the mob's AC [9]. So basically on a d20 you need a 7 to hit. If you hit then you roll 1d10 + [Cha or Dex of 3]. So between 4 and 14. Its not aoe so you dont roll straight instead 1 point [impossible] would do 0 damage. 2-5 would do 1 point. 6-9 would do 2 points. And 10 or more would do 4 points of damage. As far as I know there is no way to do more than 4 points of damage from a single die roll.

My Question: So I have a question about Miracles. If I wanted to invoke Leap the Moon on my turn I would commit one Effort for the day to call on the miracle, then commit an effort for as long as I used Leap the Moon [provided it lasted no longer than the scene cause its a miracle]. Is that correct? So after the scene I would get back the one point committed to using it but not the one for calling the initial miracle?


@Sundakan: I'm gonna say that you can only use any given On Turn power once per turn, unless it clearly notes otherwise. Action Economy is an important restraint. XD But they don't count as your action, so you can still do something else.

If it doesn't have a duration listed for committing Effort, it means you can turn it off when you want to, reclaiming the energy. Reclaiming effort is instantaneous and can be done at any time, including at the end of your turn, or on the enemy's turn to let you get some Effort back for a defense. ...Well, I mean, you can't reclaim Effort in the MIDDLE of using an ability that requires it, but y'know. XD Pretty much any other time is okay.

@Kostya:

Quote:
A hero bound to a Word can invoke its gifts as miracles. This is less efficient than actually mastering the trick but it gives a Godbound a great deal of flexibility with their powers. A hero can use a miracle to mimic the effect of any gift of the Word. Such mimicked gifts last no longer than a single scene, even if Constant. If triggering the gift would normally Commit Effort for the day, two points are needed.

Note that if it doesn't commit Effort for the day (and instead would normally last while effort is committed, or for the scene, or simply doesn't require Effort in the first place), it only lasts to the end of the scene and you don't need to commit any further Effort. Or, to put it another way:

Invoking a Miracle with No Effort Cost: 1 Effort
Invoking a Miracle that requires you to Commit Effort: 1 Effort
Invoking a Miracle that Commits Effort for the Scene: 1 Effort
Invoking a Miracle that Commits Effort for the Day: 2 Effort

Effort is a very limited resource, and for the most part, expending it for the whole day is considered enough of a cost all by itself. XD Abilities that normally do that anyway need an added cost, though, for balance reasons. Otherwise nobody'd ever actually take those powers, y'know?


GM Rednal wrote:

@Sundakan: I'm gonna say that you can only use any given On Turn power once per turn, unless it clearly notes otherwise. Action Economy is an important restraint. XD But they don't count as your action, so you can still do something else.

If it doesn't have a duration listed for committing Effort, it means you can turn it off when you want to, reclaiming the energy. Reclaiming effort is instantaneous and can be done at any time, including at the end of your turn, or on the enemy's turn to let you get some Effort back for a defense. ...Well, I mean, you can't reclaim Effort in the MIDDLE of using an ability that requires it, but y'know. XD Pretty much any other time is okay.

Ah, gotcha. So On Turn powers take no action to activate, but may only each be activated once in a given turn. Makes sense.


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

The way I saw such powers was that it's free to activate them and "create the weapon", but to use them to attack is an action. But I agree it's a slightly weird wording.


It really depends on the ability in question. For example, Bow's Feathered Tempest says that you always hit lesser foes with your ranged attacks - which is less of a thing you do, and more of an effect you have. Quite a lot of them are like that, actually. If it boosts or allows an attack (like Knives of Night), that attack is still your action, and the On Turn ability is simply what you can do on your turn to change your attacks.


Quick question on how my Luck Word basic power works.

Quote:
Luck (Word): I may roll 1d20 once a day. At any time during that day, I may replace my own or someone else’ 1d20 roll with the one in reserve. I can only replace a roll once per day.

Is this something I consciously need to use at a specific time (Use power, roll die, save that number) or can I do it once any time I roll a die (Once per day roll a die during an attribute check or something, feel like saving that roll, and bank it for later)?


Ideally, you'd simply roll it at the start of the day, "banking" it for later use. If it's high, save it for yourself or an ally. If it's low, save it for an enemy. XD


So, something that was unclear to me about this game setting...how do the "shards" work exactly?

My initial reading was that basically every country was shunted into its own pocket dimension, with primordial nothingness in between and occasional bridges through it.

But at the same time, it also seems to still be one planet. How does that work? Like, if the world is cracked and the only way between shards are super dangerous bridges through The Nothing, how are two countries at war for instance?


All of the countries of the provided setting are together on one continent. It's a lot like the Inner Sea on Golarion that way. Now, the bits of Heaven are widely separated and not so easy to reach, but the mundane world where you'll spend most of your time is easy enough to traverse. XD There's a map on Page 68.


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

Also, if I'm not wrong, "celestial shards" are the things needed to create artifacts and repair celestial engines.


Inconveniently, the word "shard" refers to two totally separate things. XD Probably would've split them, myself.


Ah, the classic RPG problem.

We went up a level by going down a level.


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

So, the most manageable of my goals right now is eradicating the Pragmatic Razors from Vissio, do you want to do something else?


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

Jebat cannot immediately join you in Vissio. He has to return to his crew and will be adamant. Even if it means all of you joining him on his ship. Then, he could sail to Vissio. Although, he could be in the middle of a job, so he would want to finish that before starting his god duties.

;D


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

Aye-aye, Cap'n!


Teleporting onto a boat full of strange people (and known criminals, since he knows you're a pirate) might be a hard sell for Khatef, but we can make it work.


It sounds like you're more-or-less in agreement, then - teleport onto the boat and set sail for Vissio?


The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)

Fine by me, yes


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below
GM Rednal wrote:
It sounds like you're more-or-less in agreement, then - teleport onto the boat and set sail for Vissio?

We can say we were on our way home from shipment.

Do we get more questions answered from the angel?

Cheers


Well, he's in no rush... although he's not going to tell you everything about everything, either.

Because, among other things, the sandbox nature of this game means I'm not writing things too far ahead. XD


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

Ha ha. Then, you need a good reason why he just doesn't know... someone equally powerful hiding stuff, occurs after we leave the angel...

:D


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

This is fun, Rednal. I've a couple of questions.

1. Does the fog effect move with the ship? If it's a choice, then I'd prefer it. I think that's the ruling in skull and shackles.

2. Did you describe two ships? How big, fast and armed compared to our ship? How is our ship armed?

3. What do we know of our attackers?

Thanks


1) Well, this isn't Pathfinder... XD Going by what's actually written, the fog wouldn't move with you - but with your powers, maintaining it while barking out commands to the crew would be a fairly straightforward issue.

2) I've been picturing your vessel as something like a Galleon, given the advantages that a large cargo hold has for the kind of merchant work described in your backstory and the sorts of ships Vissio would probably be building. Call it about thirty guns on your ship.

The attackers are closer to Frigates - faster than your vessel, but without nearly as much cargo space. Each is a little less well-armed than your vessel, and not quite as durable.

Figure both are fairly close to the 'Sailing Ship' description on Page 25 of the Skull and Shackles Player's Guide, if you've got access to that. With more (but smaller) weapons, though.

3) It's common knowledge that the black ships of the Ulstang Skerries are crewed by the dead - it's hard to reduce their strength by 'wounding' the crew, since they can shrug off injuries that would take a living sailor out of the fight. There's probably at least one witch onboard to maintain the crew, although there aren't enough ships for it to be one of their queens, suggesting an acolyte of some sort. The most effective methods of stopping them are probably sinking their vessels outright or taking out the witch, which would break the spells controlling the draugr and render them basically impotent. Or, you know, getting creative with your godly might. XD


The Storm Captain | HP 14/14 | AC 4 | Hardiness 10, Evasion 12, Spirit 12 | Words: Command, Might & Sky | Committed effort: Sapphire Wings & Clouds Below

@Khatef. I'm not ignoring you. Jebat finds your offer very smart and brave. I (the player) am waiting for Kostya to post before I post again.

Cheers


It wasn't really meant to be an accusation, more a way to try and make a post that does something. "Jogging in place is better than not moving" and all. Especially when it comes to PbP threads.


Self-Made God 1 | HP: 5/10 | AC: 2 | H: 11 E: 13 S: 14 | Unarmed: +5, 1d12+4

Oh thank god I have internet again. Sorry for the absence and spottiness for the last few days guys.


Ah, yes. XD; Internet outages ARE pretty vexing, aren't they?

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