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Mechanics

BibleAboutCode of ConductGet InvolvedSettingFactionsStorylinesMechanicsUser GuidesPage Contents
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Game Mechanics

Our game mechanics are a working draft while we test gameplay. For the foreseeable future, during each seasonal interlude we will take the time to evaluate what works and what doesn’t.

Storylines

Storylines are the main organized plots in our gameplay, and can alter the setting. We make a point of progressing storylines regularly, so participating in them with a lead character does require a degree of commitment.

If you are not interested in storylines or cannot spend much time on them, you are still welcome to participate in the guild in other ways – and you don’t need to pay too much attention to this page. If you do want to take place in storylines, at least scan this to begin with. You won’t remember everything, and that’s okay; this will always be here for reference.

Interludes & Seasons

Interludes take place in between seasons. Seasons typically last three months both in- and out-of-character. During interludes, we take a short break from our main storylines to do the following:
  • Updating timelines and character profiles
  • Rewarding players for achieving goals
  • Evaluating stagnating storylines and plots
  • Reviewing and updating our mechanics
  • Discuss future goals

Fortune Tokens

Fortune Tokens are awarded to players for meeting goals in- and out-of-character.
  • Tokens can be spent to sway a roll in your character's favor at a rate of 1 point per Token. You cannot use more than 5 Token on your own roll.
  • Tokens can also be spent to influence other characters' rolls in either direction. You cannot use more than 2 Tokens on another character's roll. Additionally, you must describe a specific action that your character took to help or hinder the other character.
  • Fortune fades. When you receive a Token it can only survive a single Interlude into the following season. When the second Interlude arrives, it will expire. This prevents Tokens from being hoarded by players.
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Character Creation

Upon creation, characters are given various attributes. When it comes to rolling dice, the two most important attributes are Psyche Scores (base stats) and Facets (additional traits that can affect dice rolls).

More information about character creation can be found in the Guides.

Characters are assigned scores in five categories on a scale of -3 to +3. A score of 0 means that a character is average: neither good nor bad at something, neither inclined nor disinclined.

When assigning psyche scores to new characters, you are not limited to the number of points you can use — but be aware that characters are expected to feel well-rounded, not godlike.
  • Charisma. Magnetism; ability to capture and hold attention
  • Cunning. Strategy; piecing together information and making useful observations
  • Memory. Breadth of knowledge; recalling what has been learned
  • Composure. Reliability, steadfastness; calm under pressure
  • Ferocity. Capacity to commit violence and to act without mercy or hesitation


Facets are additional character traits that can affect dice rolls. Like the Psyche Scores, they can range from -3 to +3. When assigning Facets, only record things with a positive or negative effect. Anything with a score of 0 (neutral/having no effect on rolls) should be left off. Some examples of Facets include:
  • Character studied under an expert blade master (+1 when wielding swords)
  • Character is deathly afraid of spiders (-3 in situations involving spiders)



Deeds

A Deed is any action a character can take that have a ripple effect on other characters and drive plots forward. Some Deeds, like assassination attempts and declarations of war, must be recorded in the Book of Deeds. Other things, like a character traveling or having a sparring match, do not need to be recorded.

Use your best judgment when deciding whether to record a deed or not. Some more info on this

Must Be Recorded

Gather Information, Reconnaissance, Spy


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Wounds/illness


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