Has anyone had a chance to pay Godbound. It is based on OSR rules, specifically D&D. It seems that it picked from D&D's god creation concept and completely revised and retooled it.
Here are some important things about it:
Your PC plays a demi-god, who acquired godlike powers by chance, due to the energies that were released from the destruction of Heaven. Your basically human (ie all attributes are no higher than 18). Players divine powers are called Words of Creation. A Word exactly what it means, a Word of God. It is what powers gifts and miracles, manifestations of your divine powers. Some examples of Words, Word of Death, Fertility or the Sea. Few Words can increase an ability score to 19, such as Word of Might.
Use of your powers in combat or campaign action, costs an Effort. Efforts are essentially power points and depending on how powerful a gift or miracle you use, that effort can be used and reclaimed after you've completed what you wanted to do, or it will have to wait until the next day.
You have a maximum level of 10HD, but you don't roll any dice for yours or creatures's Hit points. In fact, only PC's have hit points, other creatures have HD that serves as hit points. So a 5HD monster essentially has 5 hit points.
Damage in the game is done "normal" or straight. Normal damage is mundane and no matter how you roll the damage dice, it will only do so much damage. Off the top of my head rolling a 0 or 1 is zero damage. 2-5 is one point of damage. 6-9 is two points. And anything rolled over 10 does 4 points. So a 1d6 will do 0-2 points of damage. And a 6d6 will do 0-12 pts of damage . Straight damage, is the regular damage dice. so a 6d6, does 6-36 points of damage. This is usually done by very power magic or extremely dangerous monsters.
Fray Dice are a godly power that Godbounds can use at anytime, even if they are in the middle of another action. So a God thief could try to pick a complex lock and still strike guards coming up from behind him. Fray Dice do 1d8 normal damage.
Back to Words. Words allow you do whatever you can conceive of with a miracle of gift. So a Sea God could raise waves and smith a town of villages. A Winter God can create an ice bridge to cross or send shards of dagger like ice to his enemies. Again, these cost points.
As you gain levels, via experience and by spending things called "Dominions". Dominions are acquired by doing divine things, such as saving town folks, destroying evil, winning over worshippers etc. You can acquire more gifts, or purchase more Words. You also gain Effort and a +1 bonus per level.
One of the best awesome Word powers you have is call a Corona of Fury. This is so powerful you can smite dead a mob of foes within a thirty feet radius doing 1d8 (straight damage) per every other level. No saving throw, unless your friends or in the area of effect and you want to spare them.
Perks of being a Godbound? 1) You always win initiative, unless you go against another creature with godly powers that has a Word or something equivalent allowing it to go first. 2) Any being your HD or lower (called lesser foes), have very little if any hope against you. They fail all of their saves against your mighty power (unless they have a Word or equivalent allowing them to spend Effort to save). 3)If you fail a saving throw, you can spend one Effort point to automatically save. 4) if you mortally wounded (zero is lowest in combat), you can, once per level, generate a Divine Fury and come back to life, albeit half powered. But powerful enough to continue fighting or flee. If you are brought to zero again during the fight, you are dead and your soul goes to Hell. 5) At higher levels you can achieve true Divinity by either creating your own Realm or Paradise. There is a process that includes getting the necessary ingredients and tinkering with a Heavenly "engine" that powers that Realm or Paradise. But once you get a Real, you are Bonafide Arch God while there. You can age. Your Effort is double and you have limited omniscience in the realm.
Paradise is exactly that, it is a place you created for your worshippers to spend eternity. An owner of a Paradice is also an Arch God, and has all of the perks of owning a realm, in addition total control over that Paradises's reality using Seven facts and only seven. A fact can be anything even impossible, except making you undefeatable or unkillable. Basically you are nearly that anyay, since your Effort renews automatically every round while you are there.
Dominion was mentioned earlier, I felt it was necessary to expound on what it is. To have and spend Dominion is how the Demigods express their "dominion" over reality. You can use Dominion to influence a King to be friends with a neighboring King. A Goddess of Fertility can make all of the men in an entire city, suddenly sterile. These types of powers don't happen quickly but produce results over several weeks. Obviously, faster results would require the use of miracles or gifts, which would no doubt cause a ruckus amongst the mortal leaders.
Influence points are also earned, and they compliment Dominion, by giving it staying power. So if a God of War used Dominion to turn a village of peasants into 1HD fighters. He would need to spend Influence to make sure that they forget their training and resort back to being just peasants. How much to spend of either, depends on how complex the task is. Usually worked out with the DM.
Worthy Foes. Those are any creatures with more HD than Godbounds. So Fray dice will not hurt them. Consequently Godbound are always Worthy Foes, regardless of the creatures they face. Many foes from Heaven, the Uncreated Night and elsewhere, are terrible opponents with terrible powers. Ranging up to as high as 50 HD. Therefore, it would behoove a Godbound to play along other Godbound PC's (called a Pantheon), in order to accomplish more dangerous missions.
I hope that helps.
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Has anyone had a chance to pay Godbound. It is based on OSR rules, specifically D&D. It seems that it picked from D&D's god creation concept and completely revised and retooled it.
Here are some important things about it:
Your PC plays a demi-god, who acquired godlike powers by chance, due to the energies that were released from the destruction of Heaven. Your basically human (ie all attributes are no higher than 18). Players divine powers are called Words of Creation. A Word exactly what it means, a Word of God. It is what powers gifts and miracles, manifestations of your divine powers. Some examples of Words, Word of Death, Fertility or the Sea. Few Words can increase an ability score to 19, such as Word of Might.
Use of your powers in combat or campaign action, costs an Effort. Efforts are essentially power points and depending on how powerful a gift or miracle you use, that effort can be used and reclaimed after you've completed what you wanted to do, or it will have to wait until the next day.
You have a maximum level of 10HD, but you don't roll any dice for yours or creatures's Hit points. In fact, only PC's have hit points, other creatures have HD that serves as hit points. So a 5HD monster essentially has 5 hit points.
Damage in the game is done "normal" or straight. Normal damage is mundane and no matter how you roll the damage dice, it will only do so much damage. Off the top of my head rolling a 0 or 1 is zero damage. 2-5 is one point of damage. 6-9 is two points. And anything rolled over 10 does 4 points. So a 1d6 will do 0-2 points of damage. And a 6d6 will do 0-12 pts of damage . Straight damage, is the regular damage dice. so a 6d6, does 6-36 points of damage. This is usually done by very power magic or extremely dangerous monsters.
Fray Dice are a godly power that Godbounds can use at anytime, even if they are in the middle of another action. So a God thief could try to pick a complex lock and still strike guards coming up from behind him. Fray Dice do 1d8 normal damage.
Back to Words. Words allow you do whatever you can conceive of with a miracle of gift. So a Sea God could raise waves and smith a town of villages. A Winter God can create an ice bridge to cross or send shards of dagger like ice to his enemies. Again, these cost points.
As you gain levels, via experience and by spending things called "Dominions". Dominions are acquired by doing divine things, such as saving town folks, destroying evil, winning over worshippers etc. You can acquire more gifts, or purchase more Words. You also gain Effort and a +1 bonus per level.
One of the best awesome Word powers you have is call a Corona of Fury. This is so powerful you can smite dead a mob of foes within a thirty feet radius doing 1d8 (straight damage) per every other level. No saving throw, unless your friends or in the area of effect and you want to spare them.
Perks of being a Godbound? 1) You always win initiative, unless you go against another creature with godly powers that has a Word or something equivalent allowing it to go first. 2) Any being your HD or lower (called lesser foes), have very little if any hope against you. They fail all of their saves against your mighty power (unless they have a Word or equivalent allowing them to spend Effort to save). 3)If you fail a saving throw, you can spend one Effort point to automatically save. 4) if you mortally wounded (zero is lowest in combat), you can, once per level, generate a Divine Fury and come back to life, albeit half powered. But powerful enough to continue fighting or flee. If you are brought to zero again during the fight, you are dead and your soul goes to Hell. 5) At higher levels you can achieve true Divinity by either creating your own Realm or Paradise. There is a process that includes getting the necessary ingredients and tinkering with a Heavenly "engine" that powers that Realm or Paradise. But once you get a Real, you are Bonafide Arch God while there. You can age. Your Effort is double and you have limited omniscience in the realm.
Paradise is exactly that, it is a place you created for your worshippers to spend eternity. An owner of a Paradice is also an Arch God, and has all of the perks of owning a realm, in addition total control over that Paradises's reality using Seven facts and only seven. A fact can be anything even impossible, except making you undefeatable or unkillable. Basically you are nearly that anyay, since your Effort renews automatically every round while you are there.
Dominion was mentioned earlier, I felt it was necessary to expound on what it is. To have and spend Dominion is how the Demigods express their "dominion" over reality. You can use Dominion to influence a King to be friends with a neighboring King. A Goddess of Fertility can make all of the men in an entire city, suddenly sterile. These types of powers don't happen quickly but produce results over several weeks. Obviously, faster results would require the use of miracles or gifts, which would no doubt cause a ruckus amongst the mortal leaders.
Influence points are also earned, and they compliment Dominion, by giving it staying power. So if a God of War used Dominion to turn a village of peasants into 1HD fighters. He would need to spend Influence to make sure that they forget their training and resort back to being just peasants. How much to spend of either, depends on how complex the task is. Usually worked out with the DM.
Worthy Foes. Those are any creatures with more HD than Godbounds. So Fray dice will not hurt them. Consequently Godbound are always Worthy Foes, regardless of the creatures they face. Many foes from Heaven, the Uncreated Night and elsewhere, are terrible opponents with terrible powers. Ranging up to as high as 50 HD. Therefore, it would behoove a Godbound to play along other Godbound PC's (called a Pantheon), in order to accomplish more dangerous missions.
I hope that helps.