Gods of The Old Republic (Godbound X SWTOR)

I will say knowledge is a good one but I like taking endurance first as it will help us not die.
There's no "first". We only get a fairly limited amount of upgrade points; it's extremely unlikely that we'll bind a fifth Word, because we'll still need a fair number of points for Gifts. So if we don't get Knowledge here, we'll most likely never get it at all.
As for Endurance... it's not necessarily a "bad" Word in itself, but it's not really a great one, either (IMO), and more importantly it's a pretty bad fit for our already existing powerset. We can already imitate pretty much everything the Endurance word offers us via Brilliant Invention as needed - up to and including the "Don't Die When You're Killed" Gift if we want to - but we'll need to know in advance what we'll need, which Knowledge helps with. Beyond that, however, Knowledge also helps us to leverage many of our other capabilities from the Time, Fate, and Engineering words to greater effect as a whole, whereas Endurance offers no such benefit.
Additionally, the problem with Endurance is that it's completely passive and reactive. It helps survive problems, sure, but it doesn't really do anything to actually solve them. Being immune to poison might stop an assassination attempt by such means, but it doesn't actually help us get at the individual who ordered said attempt, so they'd still be free to try again using a different method. Whereas Knowledge, especially combined with our existing Words, would help us detect said attempt, figure out who was behind it, and deal with them so they can't just give it another go later.

However, since Knowledge is being taken, I would prefer to invest the last point in at least 1 Gift from Knowledge.
Most of the Knowledge-based powers we're better off invoking as Miracles, given how they work and how Effort recovery works in this quest. The two that might be worth to consider buying are Omniscient Scholar, which would require 2 points (so we can't afford it), or Excision of Understanding, which is... somewhat situational, to be honest, albeit with great potential for Hilarity. Something to consider getting later, IMO, but definitely not something we need ASAP.
 
Unfortunately, Facts have to be specific so that they deal with certain situations, but not all of them.

But, you could still make your own Fact if you wish. It just has to be 1 to 2 Sentences long, and have something to do with previous accomplishments/adventures.

[] A Charismatic Leader (You have the charisma and presence of a Great Leader)
->
[] Enlightened Self-interest. (You are actually quite good at getting people to work with you when both parties gain to benefit. The impressive part is that you managed to do this a few times back when you were a Sith)
That ok? I'm going less "great leader/orator" and more "one on one/small group" persauive type"

@Kelenas:
As brilliant invention can only be used once a day to change the gift ... using it as a miricale limits us to a scene duration effect, at one effort point exdra due to miricale, once per day afaik, but having the word to use will basically give us a floating word, that can be changed once per day, and the floating words duration is no longer limited in duration. Is that correct?

Do you have any gifts in mind for this? I might want to save the point for a gift

Also, can someone post a list of the knowledge gifts plz?

Also, big thing here, if we have a gift that is useful to use asap, I'd like to add this (fits best with knowledge)

"Hmm. There has been a change Val, I need to meditiate." And then use our shiny knowledge word to find out why Zash wants the map, so we can find out she wants a healed body. Get this derailment startedddddd!

There is a needed component for that whole over-plan and knowledge of the engine shard thingies are just what we need.

Basically, there is no more advancement in the Sith political system for us after becoming apprentice that does not mean killing our master.
I find this inefficient as fuck, and would prefer to use Zash for tasks and such, so we need to convince her (over a period of time) that becoming emperor is not that important to us anymore, and would she like to be boss lady of the galaxy someday after we get her body fixed up?

And that's why the god shards are so useful. They are an urgent issue that needs to be addressed (looted) asap, and the sheer breath of what they effect are great for pointing out: in the context of godbound, the intercine battles of the sith, and even sith Vs jedi are of lesser importance, and fufilling our civic responsibility* of preventing gravity from tripling everywhere, or time turning mauve or yellow or into a tractor, and being a galactic ruler is just too much to balance with any sort of healthy social life.

Uh, to cut out rambel, we need to convince Zash that we don't want to kill her for advancement in the sith political system, otherwise she's just gonna be a lost investment :(

*We live here, few can assist in this issue, there are probably some raging psychopaths who might get their hands of them.
 
Knowing intuitively how Sith tombs are constructed seems superfluous when we are binding Knowledge. Besides, who knows if we will ever have another chance to gain access to the Strife of the Drowning Tide?

There are a few more Strifes that I hope we gain access to and can teach to our disciples. In addition to the more esoteric abilities of the Strife of the Dying Hour, the Strife of the Bitter Rival is superb for facing a single opponent, where Strife of the Drowning Tide is excellent for facing many at once. The last one I hope we gain access to is the Strife of the Scorned Lover, a suitably subtle and manipulative style for the Inquisitor.
 
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You know we could just get health or fertility or use our time powers to just heal zash's body and be done with her shit.

Edit: Then again I'm not sure if she'll be greatful, fearful, or more inclined to kill us/ take our body/ enslave us
 
Brilliant Invention can handily deal with such, replicating Gifts from other Words as it does. At the least, a machine that swiftly produces a fully mature, healthy clone of Zash should be sufficient for her.

A combination of Knowledge, Fate, and Time may be needed to present the machine to Zash in such a way that she will feel it is in her best interests to keep the Inquisitor on her side.
 
@LinkOnScepter

How's this for a mundane tech item from star wars, my goal is to get something that will cost no effort to use, and no influence to keep working. While I expect it may cost dominion for the greater functions, can you tell me where it might go from "star wars tech level" to "domionion required"?

What if we were to invest infulence (and effort) into making a tech-lab to fabricate better items? What if we invested dominion? Would that allow us to go star wars quality effects + 1 without spending domionion? Tools to build tools, and all that :D.

Anyway, idea"

- Subcantenous transmitter in Ffon that lets him send a signal to a receiver in a "datapad" (it's actually a I/O device built into Faust's arm or brain), so he can communicate via Morse code. Distance of at least a thousand miles, but I have follow up ideas)

-Ffon can either tap his fingers together in a pattern, or better yet, have the device detect the signal being sent to his arm so he does not have to move, just thinking about moving his hand in the pattern really hard. As a force user, he should be practiced enough (or better yet, have the detection unit be nearer the spine so that he can't loose communicator if he looses an arm)

- extra points for having it be some sort of undetectable quantum's entaglement esque method

- extra points for the tech being hard to detect on common, basic, scans

- extra points if it can be somehow hidden as a bio-tech in his DNA, so it is not detected on common, in-depth scans. (I.e. someone looking at his body via x-ray would see the odd organs, (unless we get then th have a similar density to current tissues), but a robot/vi programmed to scan for implants would miss it.


OMGGGG! Can we make cyborg Ffon!?!? If replacement parts damage force abilities, can we add on bits/enhance them, like a bone sheath and brain speed up things and memory devices!?

WE NEED TO CYBORG FFON IF AT ALL REASONABLE!

I like the charasma fact, but none of the rest really appeal to me.

Considering how well Faust is adapting, only a few quick "WTF" moments, I would like a fact called "Rolls with the punches" or "Adaptable", but I have know idea what a good effect of those might be :).

Though I do dislike the sith archeology fact.
 
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As brilliant invention can only be used once a day to change the gift ... using it as a miricale limits us to a scene duration effect, at one effort point exdra due to miricale, once per day afaik, but having the word to use will basically give us a floating word, that can be changed once per day, and the floating words duration is no longer limited in duration. Is that correct?
Having a bit difficulty parsing what you wrote due to me being tired, but it looksabout right, yeah.

Do you have any gifts in mind for this? I might want to save the point for a gift
That's kind of both an easy and difficult question, due to how incredibly versatile Brilliant Invention is.
Instead of specific Gifts, it probably makes more sense to think in terms of Words we can access for their Gifts, to help us in various ways.
- Sword is a somewhat obvious one; the brief fight against the Terentatek kinda showed how valuable it can be in combat, even accounting for the fact that @LinkOnScepter probably won't give us access to a fight-long, party-wide version of Unerring Blade again.
- Health is very handy for obvious reasons (ie, dealing with our own party's battle wounds), but also gives us various options for leverage, social influence, intelligence-gathering, and the like.
- Beasts might seem counter-intuitive, but there's a surprisingly large number of nasty critters throughout Star Wars that are a threat even to its high-tech forces, which we could exploit. Some potential for scouting and intelligence-gathering as well.
- Deception is something that'll work well with many of our other Words, and is probably going to be one of our "standbyes" when it comes to Brilliant Invention, most likely in the form of Deceiver's Unblinking Eye, or Liar's Flawless Face.
Those are the Words from which we'll most likely access gifts on a fairly regular basis, in my opinion.

It's also worth noting that we can very much use Brilliant Invention to imitate Gifts from our own Words, if we want to. For example, we could use it to gain Take the Wheel (which would probably take the form of either a Sonic Screwdriver, or some sort of nifty-looking remote :D).

Knowing intuitively how Sith tombs are constructed seems superfluous when we are binding Knowledge. Besides, who knows if we will ever have another chance to gain access to the Strife of the Drowning Tide?

There are a few more Strifes that I hope we gain access to and can teach to our disciples. In addition to the more esoteric abilities of the Strife of the Dying Hour, the Strife of the Bitter Rival is superb for facing a single opponent, where Strife of the Drowning Tide is suitable for facing many at once. The last one I hope we gain access to is the Strife of the Scorned Lover, a suitably subtle and manipulative style for the Inquisitor.
Keep in mind that learning the Strifes isn't free (though for some reason the costs are wrong, being double of what they should be). I don't mind at all teaching them to our subordinates, but I'm not sure how worthwhile it would be for us to learn them ourselves, compared to buying more Gifts.
One issue in particular is that no strife has Lightsabers as a form-weapon.
 
[x] Destroy the lightsaber. You can't take the risk. (Recall 1 Influence and 1 Effort)
-[x] Try to get a replacement Electrosword on the way back; that way there should be less questions than if we arrived unarmed.

[x] Sith Tomb Delver (Have an innate knowledge of how Sith Tombs are built)
[x] Dashade Master (Have an innate understanding of the Dashade)

[x] Knowledge (Covers finding Information, scry for things)

[x] Brilliant Invention (Make a device that only you can use that perfectly mimics a Gift of any Word other than Sorcery. Pay normal price in Effort for Gift if there is any, and the device remains usable until the next time you use this Gift. Brilliant Invention can only be used once per day.) (1 Point)
 
@Kelenas oh, cheers for the info. Very shiny. To me, the strongest call of BI, are the gifts that work all day or passively, and the fact that using it no longer costs an extra effort. Unless miracles only need a short rest?

And i'm sorry that you found my writing to be somewhat odd to parse, but if you were an AI, that chain of logic would have been perfectly clear!

Or are you trying to blame me for the fact you're human? How is that my fault!?

*Is disgusted*
:lol
 
Well, even if the Strifes are not learned, I would at least like to have access to them to leave the possibility open. Strife of the Scorned Lover would probably be one of the most helpful. So little as an inviting glance, a coy smile playing upon the lips, is enough to cause damage to the target without them noticing. More damage can be done if one has shared a bed with the target, that or a deep friendship. One knows how easily sensitive information can be slipped beneath the bedsheets. Recruiting courtesans and the like into the cult would be very useful for extending the intelligence network, and the Strife of the Scorned Lover is perfect for them.

Come to think of it, for the purpose of recruiting more followers and rooting out potential problems, Strife of the Scorned Lover would be very useful for Ffon. If he learns how to master the art of seducing information out of enemies, he can then use this Strife to inflict harm upon them via the gained intimacy.
 
@LinkOnScepter can we sanctify a room on a ship!?

What about a ship itself!?

Can we get a remote droid slaved to our will directly, via a quantum entanglement link for range and speed and non-interception that can be on the ship for telepresence.

.... Can we link to a santfied ship directly!?!?

Can we de-scantify a ship and scantily a better one?

What would be the size limit of a ship that we could scantify, crew wise? I'm thing Faust, named NPC's that follow us and a few background worshippers for general ship duties if it's for a crew of 15+. With room for tech labs and a medbay and training facility, and high levels of VI automation and sEF repair and such.

*Notices new post* scorned lover sounds crazy awesome, I'm guessing it has range limits and can only be used once per target (per day) or once per day or something?
 
[X] Destroy the lightsaber. You can't take the risk. (Recall 1 Influence and 1 Effort)
-[X] Try to get a replacement Electrosword on the way back; that way there should be less questions than if we arrived unarmed.

[X] Sith Tomb Delver (Have an innate knowledge of how Sith Tombs are built)
[X] Mob Fighter (Gain access to the Strife of the Drowning Tide)

[X] Mending of the Maker (Return a damaged object or mechanism back to its original, intact, powered state. If it's an object larger than a 20ft cube, you restore a 20ft Cube of the object. For damaged structures and objects, you restore 20% of the object's maximum integrity) (1 Point)

[X] Weak Spot (Any attacks against synthetics, structures, or vehicles always hit and always deal at least 1 damage regardless of anything short of an Invulnerable Defense. Gifts used against such targets roll damage twice and take the better roll. Against a non-sentient object no larger than a truck, you can destroy it as an On Turn action if it isn't being operated) (2 Points)

[X] Strike the Fetters (All allies in sight are freed from all mind altering affects or magical curses. If Effort committed for the Day (Long Rest), they become immune to one mental effect or mind altering gift of your choice for the scene)
 
Strife of the Scorned Lover does not allow armor or non-light weapons.

The opening technique is called A Kiss Like Poison. It is constant and described thus:

The adept's unarmed attacks are treated as magical weapons that do 1d8 damage and have a 50 foot range, using Charisma as the attribute modifier for the attack. These unarmed attacks appear to be completely harmless kisses, pats, warm smiles or intimate glances, though they still require a normal hit roll, as the martial panoply or heavy armor of a foe somewhat lessens the charm of a honeyed smile. Lesser foes not already in combat are unaware of hit point loss from these "attacks" until they are killed or rendered unconscious by them. Worthy foes may make a Spirit saving throw to realize that damage was done after each successful attack.
 
@LinkOnScepter

How's this for a mundane tech item from star wars, my goal is to get something that will cost no effort to use, and no influence to keep working. While I expect it may cost dominion for the greater functions, can you tell me where it might go from "star wars tech level" to "domionion required"?

What if we were to invest infulence (and effort) into making a tech-lab to fabricate better items? What if we invested dominion? Would that allow us to go star wars quality effects + 1 without spending domionion? Tools to build tools, and all that :D.

Anyway, idea"

- Subcantenous transmitter in Ffon that lets him send a signal to a receiver in a "datapad" (it's actually a I/O device built into Faust's arm or brain), so he can communicate via Morse code. Distance of at least a thousand miles, but I have follow up ideas)

-Ffon can either tap his fingers together in a pattern, or better yet, have the device detect the signal being sent to his arm so he does not have to move, just thinking about moving his hand in the pattern really hard. As a force user, he should be practiced enough (or better yet, have the detection unit be nearer the spine so that he can't loose communicator if he looses an arm)

- extra points for having it be some sort of undetectable quantum's entaglement esque method

- extra points for the tech being hard to detect on common, basic, scans

- extra points if it can be somehow hidden as a bio-tech in his DNA, so it is not detected on common, in-depth scans. (I.e. someone looking at his body via x-ray would see the odd organs, (unless we get then th have a similar density to current tissues), but a robot/vi programmed to scan for implants would miss it.


OMGGGG! Can we make cyborg Ffon!?!? If replacement parts damage force abilities, can we add on bits/enhance them, like a bone sheath and brain speed up things and memory devices!?

WE NEED TO CYBORG FFON IF AT ALL REASONABLE!

I like the charasma fact, but none of the rest really appeal to me.

Considering how well Faust is adapting, only a few quick "WTF" moments, I would like a fact called "Rolls with the punches" or "Adaptable", but I have know idea what a good effect of those might be :).

Though I do dislike the sith archeology fact.

The Godbound Deluxe Edition actually has a section for turning people into clockwork cyborgs. We can just replace clockwork with actual future tech and presto. You would need a workshop and some means to acquire the materials to create such a device (should cost about 3 Dominion to do once you have a place and materials, or you can just spend 3 Influence to get it up immediately), then you can just....make it. It's not too much of a tech upgrade that it needs Dominion expenditure to make. That is when we start wanting to do shit like, "Make a Giant, Transforming Spaceship that also works as a Troop Transport, Barracks, and Command Center."

Keep in mind that learning the Strifes isn't free (though for some reason the costs are wrong, being double of what they should be). I don't mind at all teaching them to our subordinates, but I'm not sure how worthwhile it would be for us to learn them ourselves, compared to buying more Gifts.
One issue in particular is that no strife has Lightsabers as a form-weapon.

I just looked back and you're right. Sorry, that was my mistake.

@LinkOnScepter can we sanctify a room on a ship!?

What about a ship itself!?

Can we get a remote droid slaved to our will directly, via a quantum entanglement link for range and speed and non-interception that can be on the ship for telepresence.

.... Can we link to a santfied ship directly!?!?

Can we de-scantify a ship and scantily a better one?

What would be the size limit of a ship that we could scantify, crew wise? I'm thing Faust, named NPC's that follow us and a few background worshippers for general ship duties if it's for a crew of 15+. With room for tech labs and a medbay and training facility, and high levels of VI automation and sEF repair and such.

*Notices new post* scorned lover sounds crazy awesome, I'm guessing it has range limits and can only be used once per target (per day) or once per day or something?

Yes...as long as your Cult has the Wealth to pay the price to sanctify a place. And you don't get the Wealth spent back if you unsanctify a place.
 
[x] Destroy the lightsaber. You can't take the risk. (Recall 1 Influence and 1 Effort)
-[x] Try to get a replacement Electrosword on the way back; that way there should be less questions than if we arrived unarmed.

[x] Sith Tomb Delver (Have an innate knowledge of how Sith Tombs are built)
[x] A Charismatic Leader (You have the charisma and presence of a Great Leader)

[x] Knowledge (Covers finding Information, scry for things)

[x] Brilliant Invention (Make a device that only you can use that perfectly mimics a Gift of any Word other than Sorcery. Pay normal price in Effort for Gift if there is any, and the device remains usable until the next time you use this Gift. Brilliant Invention can only be used once per day.) (1 Point)
 
[X] Destroy the lightsaber. You can't take the risk. (Recall 1 Influence and 1 Effort)
-[X] Try to get a replacement Electrosword on the way back; that way there should be less questions than if we arrived unarmed.

[X] Sith Tomb Delver (Have an innate knowledge of how Sith Tombs are built)
[X] A Charismatic Leader (You have the charisma and presence of a Great Leader)

[X] Knowledge (Covers finding Information, scry for things)

[X] Brilliant Invention (Make a device that only you can use that perfectly mimics a Gift of any Word other than Sorcery. Pay normal price in Effort for Gift if there is any, and the device remains usable until the next time you use this Gift. Brilliant Invention can only be used once per day.) (1 Point)
 
[x] Destroy the lightsaber. You can't take the risk. (Recall 1 Influence and 1 Effort)
-[x] Try to get a replacement Electrosword on the way back; that way there should be less questions than if we arrived unarmed.

[x] Sith Tomb Delver (Have an innate knowledge of how Sith Tombs are built)
[x] A Charismatic Leader (You have the charisma and presence of a Great Leader)

[x] Knowledge (Covers finding Information, scry for things)

[x] Brilliant Invention (Make a device that only you can use that perfectly mimics a Gift of any Word other than Sorcery. Pay normal price in Effort for Gift if there is any, and the device remains usable until the next time you use this Gift. Brilliant Invention can only be used once per day.) (1 Point)
 
Well, even if the Strifes are not learned, I would at least like to have access to them to leave the possibility open.
I'm not opposed to it, though it's worth keeping in mind that we're going to have allies (if simply because we'll *need* them to deal with some of the things we'll be faced with in the future), so we don't need to do everything ourselves. I'd be rather surprised if the Sith Warrior didn't have access to at least one or two Strifes from Word-choices, for example.

I just looked back and you're right. Sorry, that was my mistake.
No problem. Glad I could be of help. :)
 
I got it!

It can build a bit of charismatic leader.

Background Blending: for all you have a presence about you, you've learned to wield it, and turn it down at need via body language. In a group, unless they are specially focused on you, you will slip through inspections, and even when the focus of attention, you can distract from your actions with your words and body language, so what you are doing with your hands is beneath notice*

*context matters, a Follower used to us crafting could be distracted from us crafting an item bigger than two/three inches, a first timer would be going wtf!? A tiny crafted device would slip past mortal notice as it is smaller than our hand.


Example, Faust is sneaking into a meeting with various Adrimals as an aide or functionary giving off a body language of "supposed to be here"

This.. "beneath notice" effect is, with a bit of luck (or fate ;)), is enough to allow Faust to place a (secret) bomb or other needed object in place without it being remarked upon as the Aide is doing what he is uploaded to be doing.

If that is too much, what about a fact that facilitates using our powers with extreme subtlety? The construction of Divine Invention items happens without notice, when we made the second hand data slate, there is no reasonable chance a mortal would have noticed as we would have bodylanguaged them into focusing away from our hands.

Edit: read some words from the free pdfs, holy shit brilliant Invention op plz no nerf.
 
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Ok, since we're getting the Knowledge Word, you guys get the Innate Bonus that comes with it.

It would normally be a choice between Int and Wis, but your Wisdom is already 18.

So, I'm just gonna put it towards Int, making it 18.

Is that fine with everyone?
Adhoc vote count started by LinkOnScepter on Nov 16, 2018 at 2:45 PM, finished with 26 posts and 9 votes.

  • [x] Destroy the lightsaber. You can't take the risk. (Recall 1 Influence and 1 Effort)
    -[x] Try to get a replacement Electrosword on the way back; that way there should be less questions than if we arrived unarmed.
    [x] Sith Tomb Delver (Have an innate knowledge of how Sith Tombs are built)
    [x] A Charismatic Leader (You have the charisma and presence of a Great Leader)
    [x] Knowledge (Covers finding Information, scry for things)
    [x] Brilliant Invention (Make a device that only you can use that perfectly mimics a Gift of any Word other than Sorcery. Pay normal price in Effort for Gift if there is any, and the device remains usable until the next time you use this Gift. Brilliant Invention can only be used once per day.) (1 Point)
    [x] Strike the Fetters (All allies in sight are freed from all mind altering affects or magical curses. If Effort committed for the Day (Long Rest), they become immune to one mental effect or mind altering gift of your choice for the scene)
    [X] Mob Fighter (Gain access to the Strife of the Drowning Tide)
    [x] Endurance (Gain Godly Constitution, become immune to all poisons, become immune to all types of damage, come back to life)
    [x] Sith Tomb Delver (Have an innate knowledge of how Sith Tombs are built)
    [x] Dashade Master (Have an innate understanding of the Dashade)
    [X] Mending of the Maker (Return a damaged object or mechanism back to its original, intact, powered state. If it's an object larger than a 20ft cube, you restore a 20ft Cube of the object. For damaged structures and objects, you restore 20% of the object's maximum integrity) (1 Point)
    [X] Weak Spot (Any attacks against synthetics, structures, or vehicles always hit and always deal at least 1 damage regardless of anything short of an Invulnerable Defense. Gifts used against such targets roll damage twice and take the better roll. Against a non-sentient object no larger than a truck, you can destroy it as an On Turn action if it isn't being operated) (2 Points)
 
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The Character has been updated.

I added in the descriptions of the Words to better convey how they work.

Plan to do the same with some of the Gifts.

Done.
 
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...... I missed an update and voting???
Wtf?! I never got an email or a notice about an update!!!

Ah well, the options I was going to vote for after reading the update won anyway.
 
Back at the Academy/Future Rules
You open your eyes as the last bits of your power return to you. The lightsaber in your hand turns to dust and sand that falls through the gaps in your fingers. No trace of it is left except for the millions of grains of sand that coat the planet's surface. You don't open your palm until the last bits of dust fall onto the ground beneath you.

Val looks at you, nods then turns his sights onward into the desert. You follow his gaze understanding why.

In the grand scheme of things, getting out of that tomb alive was the easy part.

Now comes the harder part. You're no longer a simple Sith, you might not even be Sith anymore. You're not a Jedi, that's for sure. But you're not a normal person for you can still sense and utilize the Force. It's just that you can't feel it around you.

Going forward, gaining any kind of momentum is going to be tricky. You have lofty ambitions as all Sith do. You do not plan to remain just some random slave turned acolyte forever. There are greater things awaiting you, and you will seize them. But, to do that you will need to have a goal going forward. The will to survive and thrive is only used to its fullest when it is focused on a singular objective. Originally, this would be restricted to only what was in front of you as your current power was not enough to aim higher.

But now… that is no longer the case. You can aim higher. You will aim higher. And the place you are aiming for is:

[] A seat on the Dark Council. All the seats are currently filled, but that can change in a heartbeat. This is the Sith you're talking about.

[] Dethrone the Emperor. Most believe the Emperor is immortal, that he is so powerful the Force will not allow him to be destroyed. Well, you're in the perfect position to test that theory.

[] Remake the Empire. The constant infighting must stop. If the Empire is to survive for any period of time, someone needs to do something. Why not you?

[] Write in….

And, in the pursuit of this new goal, you have chosen the one Word that will ensure you know everything. About the galaxy, those you encounter, their secrets, the galaxy's secrets. All will be revealed to you with the KNOWLEDGE you now possess.

You ordered Val to follow behind you and he obeyed without protest. The both of you slowly walk off into the unending dusty of the planet of Korriban.



As you walked up the stairs to your academy, you couldn't help but notice the way others reacted to you. Well, more specifically the giant, grey-skinned monster following in your wake. You were probably the first and only student to return from the Tomb of Naga Sadow alive, and with a Dashade in tow. No doubt many of your colleagues are already coming with ways to possibly use or subvert your power. Thankfully, most are aware that this was a task given to you by Lord Zash. If they try anything, they'll have her to deal with.

Well… after Val gets through with them anyway. Plenty of your fellow Sith attempt to approach or touch the living relic and each gets rebuked by a menacing growl. They all choose to keep their distance after that, though you do notice a few times when they try and use the Force to try and cut off a piece of Val's skin with a sharp object. You quickly shut these attempts down earning you the ire of many. Not that it matters.

Val gives a disapproving growl, "In my master's time, none would stand for such insult. From you or I. Have the Sith grown so weak since I have slept?"

[] Not weak. Times have simply changed. We are strong in other ways.

[] While you are right to an extent, Val, you have not seen the full scope of our new powers.

[] Disgraceful, isn't it? I plan to rectify such things in the future. For now, though, we must lay low.

[] Write in…

It doesn't take you long to return to the room where Harkun usually debriefs you. You see the man pacing his room repeatedly, clearly upset over something. When you enter the room, he shouts at you, "Slave! How did you—where is Ffon? What did you do to him?!"

Rather than give you time to explain, Harkun almost runs at you until his face is inches away from yours, "Don't try to lie to me! There is no way you could've gotten here before Ffon! What have you done, slave?!"

You hear Val growl behind you, echoing your sentiments. You feel your fist clench involuntarily at this verbal abuse. Harkun has been treating you like trash since day one. Even after you passed all of the trials, his treatment of you never changed. He has never seen you as anything more than a slave and has been sure to remind you of this face every second he sees you.

You know that Lord Zash will be along shortly to check on your progress, but she won't be here for some time still.

Meaning you've got Harkun in a room.

Alone.

With no one to help him.

[] Leave him. He isn't worth your wrath. And even if he was, his death would just cause undue complications.

[] You won't kill him, no. But you won't let him off that easily either. You'll leave him with a few bruises to remember you by.

[] No more. No more insults, no more cheating, this ends today. Harkun dies. Now.

[] You've got a better idea. Why not test out some of your powers on him? You think you can gain a good idea of how to make this man break. (Cost 1 Effort. Harkun gets 1 Save)

[] Write in….



Sorry if it's kind of short. A combination of Finals coming up and worrying about my future kind of blocked me a bit.

But, now I'm going to explain a few things, including some probably changes to the rules of the game.

1. The whole "Goal" thing. This is one other part of character creation I wanted to leave until after Faust left the Tomb, as by then he probably would have gotten over the whole "I've got new powers" thing. A Goal is basically something your character wants to accomplish. It can be as grand or as personal as you want it to be. However, just remember that as a Godbound, your Goal should reflect something epic. Defeating the local tyrant is child's play. Defeating the tyrant, replacing his council with just, good members of society, and put in place systems and devices that turn the entire city into a post-scarcity society, now that's a Godbound Goal.

2. I recently found this sheet filled with House Rules someone uses to make Godbound a bit better for his group. They actual sound pretty nice and I was thinking of adding some of them into the Quest. I would, of course, tweak them and the current status of the character sheet to fit with the new rules. Here is the link to the House Rules themselves if you want to read them. But to summarize, here are the things I'd put in the Quest:

- A change to Effort and Influence. You'd all get 1 extra Effort and Influence.

- Word Limits: I'm going to limit the number of New Words you can bind to. Now I'm going to bump the limit to 3 Words, but that's only because, since this is a Quest, I don't want to put too many restrictions. But I don't want everyone only saving their points to buy new Words so this is the compromise.

- Gifts and Fact Replacement: You all can replace a Gift or Fact with something else if you don't like it. You can't change your three Core Facts (origin, profession, and relationship), but you can change the others if you wish. Since you've leveled up twice, I'd allow you to switch out 2 Gifts, 2 Facts, or 1 Gift and 1 Fact.

- Grapple and Mobs: I'd add the rules for Grappling in and add the Magnitude rule for Mobs so they're more dangerous and require real strategy.

- Factions: I'd include this change, mainly cause Star Wars is a futuristic setting so it would be better to base it off this scale instead.

And the rest I'd just add as I saw fit.

So, knowing this, what do you guys think?

[] Add in the House Rules?

[] Keep things the same?

[] Only some of the House Rules? (Write in which, please)
 
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