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Godbound hype!Mind going into some detail about how Godbound works? Also is it possible to play an Infernal at all? They're the only splat I'm really interested in. (The others catch ku interest occasionally but I always go back to Infernals)
So, Godbound runs of a d20 system—describe an action you want to do, GM assigns a difficulty, roll a d20 with modifiers to determine results. If you've played D&D, the basics will be familiar to you.
Each Godbound (the PCs) also picks up some Words, and specific powers within those, at character creation. Buying into a Word gives a blanket power related to that Word, which tend to be big passives, functioning similar in some sense to excellencies (some Words, like Alacrity, give you a massive boost to Agility if you have anything less than the normal maximum, or boost your Agility a rank further above if you were previously maxed). Words range pretty highly in terms of what they represent: some are related to a physical attribute (Alacrity, Might), some a specific talent (Artifice, Command), and some more thematic (Death).
Once you've bought a Word, you can buy Gifts of that Word. These function more like Charms, but of a 1E or 2E style—they give big, flashy techniques you can use. They're grouped into Greater and Lesser Gifts. An example of a Lesser Alacrity Gift lets you run on vertical or overhanging surfaces as though they were flat ground, makes you immune to any attempts to trip or knock you down, and lets you ignore rough terrain. An example of a Greater Alacrity Gift lets you spend Effort for the entire encounter (more on Effort later) to interrupt someone's else's action, getting a free extra turn, and if you make their action impossible it fizzles with no effect.
The other big Godbound mechanic (for combat) is Effort. Effort is Motes and Willpower done right. You have a limited, fairly small pool of Effort (you start with ~3-4 I think, and can get up to ~9 at the equivalent of Essence 5-10). Some Gifts require you spend Effort for certain periods of time: the single action, the end of the round, the entire scene, the entire session, or "until effect ends"). When the duration ends, you get that Effort back, and can spend it again. Bigger powers require longer commitments. This mechanic works really, really well.
There are a bunch of other miscellaneous mechanics—Sorcery is a Word, but Martial Arts is its whole other subsystem, there's a mechanic for dealing with extras that's super cool, etc.—but those are the big core ones.
The author made some rules for running every Splat except Infernals. Basically, there are a few unique words (Fate, Shapeshifting) that (if you play the Exalted variant) only the given Splat can pick up, along with other bonuses or restrictions based on Splat selection (All Solars get the Sun Word and some fun modifiers, Dragonblooded can't pick up Greater Gifts from their non-Caste Word and have restrictions on their organization-management powers, etc.)
The way you would run Infernals is to write up relevant Yozi Words and Gifts, and otherwise threat them similar to Solars/Abyssals in their benefits and restrictions. You could easily re-fluff a number of existing Gifts to fit the general theme, so it wouldn't be too much work, but it would require at least a little bit of systems mastery.
I think it depends—there's no reason you couldn't directly port over a lot of that with Gifts. The fact that Gifts aren't obtained in any specific order could be problematic, but if you really wanted to you could have Gift-Trees for Infernals rather than the Lesser/Greater distinction.Godbound is a d20 system, which makes me suspect it's not gonna be the best at capturing what made Infernals, Infernals. Their magic was pretty intricately designed to give the feel of a slow escalation and positive-feedback slide into inhuman ways of thought and action. Godbound could easily make something thematically Infernals, but I don't think you could really capture their whole thing without Charms.
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