Sizniche
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When I get home, I'll show you what my intended Strife entails.go ahead and use it. i have to look strifes up myself.
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When I get home, I'll show you what my intended Strife entails.go ahead and use it. i have to look strifes up myself.
I do not dictate what kind of characters my players use. i advise everyone be able to defend themselves though.I personally am fine with it, since our party roles have no real overlap. I would, however, advise that you ask Tachyon as well, since both of your characters seem relatively oriented towards social play, and you may run the risk of making their player feel outdone in their own realm of expertise.
It might not be in your version of the book, I have the deluxe edition. It's basically Godbound's version of Weeaboo Fightan Magic.
you can change directions as u level and get more facts, words and/or gifts and/or strifesCharsheet completed. The goal is a bit generic for a warrior character, but hey, goals can change over time, right?
page 2, post #47.wheres ur sheet?
I put my Strife abilities in the Granted Abilities section since it seemed a more fitting place.granted abilities well thats easy...words grant u abilities even without gifts. in my document, they are after gifts tabs...in the writeups tabs...no need to write down stat/ac increases .... i think strifes go in the attacks section of the sheet ... and they must want u to record miracles beforehand; i wish it said how many miracles u get, it must be limited to the two u have there and two more at level 1.... i musta thought it was HP not AC
that works too. i was thinking over with fray diceI put my Strife abilities in the Granted Abilities section since it seemed a more fitting place.
Also, I thought miracles let you do anything in the "What Can Miracles Do?" list, since they're essentially emergency abilities? Maybe I misunderstood it.
roll20The one that came with my pdf doesn't actually seem to have a miracle section. Where did you get the character sheet you're using? Maybe they had a house rule.
Faerie Queen - +4 to any mental stat or will save. You gain one lesser gift from Deception, Mind, Illusion, Memory, or Chaos as well as 3 additional effort. Cold iron weapons are treated like a magical weapon when used on you. It can bypass your damage reduction. You are helpless when bound or contained by cold iron. <-- how's that?I was referring to the Microcosms section, specifically the entry for Faerie Queen. If I understand the rules correctly, you can spend your Origin Fact to get +4 to Int, Wis, or Cha, plus a free Gift and 3 extra Effort? That's really strong, isn't it?
That helps balance things out a bit, but I think you can go further and have more fun! Faeries famously can't break their word. Once they make an oath, they're compelled to follow through. There's lots of dramatic potential in that.Faerie Queen - +4 to any mental stat or will save. You gain one lesser gift from Deception, Mind, Illusion, Memory, or Chaos as well as 3 additional effort. Cold iron weapons are treated like a magical weapon when used on you. It can bypass your damage reduction. You are helpless when bound or contained by cold iron. <-- how's that?
what are your comments on it, sizniche, tachyon?
id have to rule that they can't take the chivalry word cause in part that has to do with oathbreaking. actulally them hav ing the word is poetic. i would just need to say they cant take certain gifts from it.That helps balance things out a bit, but I think you can go further and have more fun! Faeries famously can't break their word. Once they make an oath, they're compelled to follow through. There's lots of dramatic potential in that.
Faerie Queen - +4 to any mental stat or will save. You gain one lesser gift from Deception, Mind, Illusion, Memory, or Chaos as well as 3 additional effort. Cold iron weapons are treated like a magical weapon when used on you. It can bypass your damage reduction. You are helpless when bound or contained by cold iron. <-- how's that?
what are your comments on it, sizniche, tachyon?
I like both of these as counterbalances. One of the things I like about Godbound is how the rules are designed in small ways to focus on narrative more than mechanical play, and especially Random's suggestion plays into that nature of the game really well. I still feel like 3 extra effort is a lot, even toning it down to one or two would still have it be extremely potent even with all the downsides, but I think it's worth at least testing out the 3 effort version and perhaps agreeing to adjust if everybody feels like it's a bit much.That helps balance things out a bit, but I think you can go further and have more fun! Faeries famously can't break their word. Once they make an oath, they're compelled to follow through. There's lots of dramatic potential in that.
It's missing my gifts :vPTachyon, Sizniche please look at character sheets tab on the extras page