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If anyone wants to do a Godbound take on Rick and Morty, what word besides perhaps Knowledge would be best to start Godbound Rick by? Artifice or Engineering for one of the other Words, and as for the last one, Endurance or Peak Human?
Oh okay this is a fun one, there's tons of ways to do this one.
I quite like Knowledge, Rick knows a lot about, well, everything.
Artifice or Wealth would be a really good way of simulating that he has the right tool for the job. However, Sorcery is also a good way of replicating the features of science that Rick has access to. A lot of this depends on if you're sticking to the Godbound source material, a lot of magic is inscribed as math and complex science.
Endurance is a good choice, Rick does have a lot of enhancements that make him effectively superhuman, but I would also contend that Rick's main deal is that he can get from place to place really quickly, he's got portals, he's got his ship, so I would actually recommend Journeying
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Nestikozel; The Bear King of Tolyat
Nestikozel is the mightiest of bears and guardian of the Tolyat Forest in Nezdohva. He is, in most ways, like a Russian brown bear. But yet he stands an imposing 12 feet on his hind legs, 6 feet at shoulder height, and weighs 3,313 pounds. Nestikozel is feared by man and machine, the latter of which he loathes for their flippant disregard for his forest and the creatures that live in it. He has become a notorious foe of the golem Boyar of Rakovka, who has aspired multiple times to hunt the Bear King, only to be forced to flee (his latest attempt having cost the golem a functioning eye, which the theotechnicians have not yet been able to repair).
At level 1; Nestikozel is, despite all things, more or less an ordinary bear in temperament if not mentality and has not yet learned to speak in any human tongue. By level 2; he will gain the ability to speak Yazik and Trade Cant, but rather crudely. At level 4; Nestikozel will feel more inclined to walk upright when addressing humans and will become considerably more eloquent. At level 8 and onward; the Bear King will be able to articulate his claws as if they were human hands. At every level however, his standing height, shoulder height, and weight increase by 15%
Attributes
STR 19 (+4) [2]
DEX 14 (+1) [7]
CON 18 (+3) [3]
INT 13 (+1) [8]
WIS 10 (+0) [11]
CHA 13 (+1) [8]
Saving Throws
Hardiness 11
Evasion 14
Spirit 14
Hit Points (11)
Facts
Origin: Giant Bear from the Tolyat Forest of Nezdohva.
Past Career: Chased Both Golems and Men From Forest Home.
Relationship: Hated Foe of the Boyar of Rakovka.
Armor Class (2)
No armor
Weapons (Fray: 1d8)
Unarmed [Fists of Black Iron] +5; 1d12+4 (claws; magic)
Words
Beasts: Can speak to animals. Unintelligent animals will comply to simple requests.
Endurance: Does not need to eat, sleep, drink, or breath. High CON.
Might: High STR.
Gifts
Body of Iron Will (Endurance) Constant. Natural AC 3. Impervious to natural environment damage, unless weaponized by an enemy. Armor and shields do not benefit this AC.
Eyes of the Cat (Beasts) Contant. Can see in perfect darkness, perfectly hear any noise within 100 yards, can track by scent.
Fists of Black Iron (Might) Constant. Claws deal 1d12 damage. Count as magic weapons.
Thews of the Gods (Might) Constant. Can always pick up anything smaller than a large building and punch through, smash, or break loose any non-magical substance as part of movement or other actions.
Untamed Will (Beasts) Instant; Commit Effort. While comitted, no external magic or compulsion can make Nestikozel do or feel any way he does not wish. This gift may be invoked even after failing a save or being struck by a mental effect.
Resources (Experience 0)
Effort 2
Dominion 0
Influence 2
Wealth 0
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Guts in Godbound
Guts, the Black Swordsman.
One of the most badass characters in fiction.
Not just for his sheer, unadulterated power and being everything a 90s Anti-Hero is expected to be, but also for being everything that a 90s Anti-Hero isn’t expected to be.
Guts is a much more complex character than first glances would have you believe, and I don’t think I could do his character justice by talking about it here.
Thankfully, that’s not why I’m here.
I’m here because I was bored and got the bright idea to use the Godbound Character Creation System to create Guts.
Why? Cause why the fuck not?
Now before we start, I’m going to be doing two version of this character creation.
The first will follow the standard character creation for a Godbound. You roll up/pick attributes, pick three Words, etc. For this, I will be creating Guts when he was still in the Band of the Hawk, right before he left. Since you could kind of consider that his “peak” before the Eclipse.
The second version will be the same, except I won’t be using the 6 Point limit that the game gives you at the start. Instead, I will just give Guts any and all Gifts/Artifacts and otherwise that I believe he should have at this point in the Berserk Manga.
With that out of the way, let’s begin!
Standard Creation:
Attribute Scores:
8, 16, 13, 10, 12, 18
I’ll wait until after I choose Words since those will have an affect on the Scores.
Facts:
Grew up in a Mercenary Band
The Raiding Captain for the Band of the Hawks
Has formed a deep friendship with all of the major members
Since this is Guts before the Eclipse, I feel these would be the best Facts to use as his Origin, Past Profession, and Relationship.
Armor: Medium (AC 5; -4 Save Penalty)
Weapon: Greatsword (1d10; Heavy)
Goals: Find his own Dream so he can stand next to Griffith.
I’ll put the penalty towards Evasion (Guts was never known to be very dodgy).
Divine Powers/Words:
Sword (He’s been using a Greatsword since he was about 5 years old. It’d make sense he’s really fucking good with them)
Endurance (Guts is fucking durable. Seriously, even before he became the Black Swordsman he was surviving shit that would kill normal people. See his fight with Zodd or Wyald for examples)
Luck (I was going to put Might here, but as strong as Guts is, during his time as Raider Captain in the Band of the Hawk, he didn’t do anything that really showed off physical strength. Most of the crazy shit he did (such as break through a cast iron door) was with his Sword. So, instead I’m choosing Luck as, let’s face it, Guts has been exceedingly lucky during most of his fights. While it hasn’t exactly made his life sunshine and rainbows, it’s allowed him to survive fight after fight when paired with his unending willpower)
Now to set up the Attribute Scores:
Str: 18 (+3): Check: 3
Dex: 13 (+1): Check: 8
Con: 18 (+3): Check 3
Int: 8 (-1): Check: 13
Wis: 12 (+0): Check: 9
Char: 10 (+0): Check: 11
And here’s our final scores. I set Strength and Constitution the highest for obvious reason (go watch any montage of Guts and you’ll understand). Dexterity is the way it is cause, while Guts is fast, he’s not exactly someone I could see dodging all over the place like a ninja. He’s a much bigger and easier to hit target than someone like, say, Griffith. Wisdom and Charisma are the way they are cause Guts is perceptive, just not too perceptive. On top of that, while he himself is very gruff and not much of a smooth talker, he does seem to attract the opposite sex to him a lot….even the same sex to an extent. And Intelligence is the lowest stat cause….well obvious reasons. Guts is not book smart in the slightest. He knows a lot about surviving on his own or in the wilderness, but he won’t be solving any advanced math problems.
Gifts:
Defy the Iron (While not necessarily negating the damage, Guts is able to ignore most attacks and keep moving even when they should be fatal)
Nine Lives (The dude seems to always luck out on events that would kill him. Look at his fight against Gambino or Bazuso)
Unerring Blade (Do I even need to explain why he gets this one?)
Cutting the Crimson Road (I was actually having trouble deciding between this or Shattering Hand. In the end I chose this one, since one of his most defining moments is when he fought 100 soldiers and won).
Body of Iron Will (Just to give him an AC of 3 and represent how his body is tough as shit).
With that, here’s what the final Character Sheet Looks like for Guts:
Name: Guts
Facts:
Grew up in a Mercenary Band
The Raiding Captain for the Band of the Hawks
Has formed a deep friendship with all of the major members
Attributes:
Str: 18 (+3): Check: 3
Dex: 13 (+1): Check: 8
Con: 18 (+3): Check 3
Int: 8 (-1): Check: 13
Wis: 12 (+0): Check: 9
Char: 10 (+0): Check: 11
Words:
Sword
Endurance
Luck
Gifts:
Defy the Iron
Nine Lives
Unerring Blade
Cutting the Crimson Road
Body of Iron Will
Weapons: Greatsword (1d10; Heavy; Atk Bonus: +1; Attribute Bonus: Str)
Armor: Medium (AC 5; -4 Penalty to a Save)
AC: 3
HP: 11
Saves:
Hardiness (Con): 12
Evasion (Dex): 18 (Base 14)
Spirit: (Wis): 15
And here we are, Guts before he became the Black Swordsman as a Godbound. Now then, on to what I would give him if I had full freedom and didn’t have to worry about point limits.
Free Version:
I’m keeping the same Attribute Scores, but the Facts will be different:
Facts:
Grew up in a Mercenary Band
The Raiding Captain for the Band of the Hawks
Has formed a deep friendship with all of the major members
Is marked by the Brand of Sacrifice
Has given up his Revenge against Griffith to protect/help Casca, the woman he loves
Has killed over 1,000 Demons
Wields the Dragonslayer
Wears the Berserker Armor
Is haunted by his Beast of Darkness
His companions keep him grounded
He lost his arm and eye, now he has a mechanical arm.
These are all of the obvious Facts that would be included after the current part of the manga.
Following that, I would add in these Words:
Might (By this point, and with the help of his mechanical arm, he has shown that his physical strength is just as strong as an Apostle’s)
Peak Human (Guts has gone well beyond the realm of a normal mortal by this point. He has proven that, despite not having any real, inherent magical powers, he is able to go toe-to-toe with Apostles, Sea Gods, Demons, Constructs, and just about any supernatural creature that steps in his path. By now, I’d say he’s right on the cusp of being Superhuman)
Vengeance (Though he has given up on getting revenge against Griffith, it is still a defining characteristic for him, and something he draws strength from)
Gifts:
Fear No Steel (At this point, normal weapons are like tickles to Guts.)
Fist of Black Iron (He literally has a fist of black iron)
Loosening God’s Teeth (He can cut an Apostle in half with one swing of his sword)
Contempt of Distance (Guts seems to be able to move to wherever the hell he wants when he needs to kill something)
Thirsting Razor (There are normally too many enemies in front of Guts for him to even worry about hitting Mobs)
All Natural (Guts’ abilities don’t really appear very magical, and that’s because most of them aren’t. Alot of them are from either pure sweat and hard work, determination, or his own equipment)
Mortal’s Luck (The dude never stays down)
Trained Aim (He always seems to hit whatever he aims at…it’s just that most things he aims at has enough armor or scaled hide to resist it)
Human Grit (And how. The dude is able to heal from fatal wounds faster than any other human in his world)
Indomitable Will (Do I really have to explain this one?)
Street Sweeper (Have you seen the size of his sword?)
Bloody Vengeance (Guts loves to use all or nothing attacks that immensely damage both him and his enemy)
Shattering Hand (Dragonslayer. That is all)
Artifacts:
Dragonslayer:
A great sword that is like a hunk of raw iron. This blade has bathed in the blood of so many demons that it now rest on both the Mortal and Astral planes, turning it into a magical weapon that can harm both spiritual and physical creatures. Due to its massive size, it can also be used to block projectiles and smash through any type of armor.
Effort: 5
Hunk of Raw Iron (Greater Gift): As an Action, the wielder may Commit Effort from the artifact to launch an attack at every enemy within sight, doing a maximum of 1 damage even on a miss. Mobs are automatically hit for 1d10+15 rolled straight.
Too Thick, Too Rough (Lesser Gift): As an Action, Commit Effort from the artifact to immediately break any armor, weapon, or piece of equipment in range of the sword. Any magical substance is not destroyed, but damaged to the point where it is almost useless.
The Berserker Armor:
An ancient, magical armor from the time of the first Emperor, the Berserker Armor is a black and spiked. It completely encases the wearer when it is equipped. It is considered heavy armor and can defend against most attacks, including magical ones. However, the armor’s true ability comes from its power to lock off the wielder’s nervous system, pushing their body to heights that a normal human could never reach. There is a downside to this, as the armor will remove the wielder’s sense of self and cause them to view everything as an enemy. On top of this, the armor does not heal the wearer, instead holding their body together and preventing them from dying to any injury. Once all living creatures have been defeated, all of the wearer’s damage will return full force and can kill them instantly if it is more than their HP can handle.
Effort 10
Unstoppable Rampage (Greater Gift): Commit Effort from the Artifact to immediately gain three bonus Attacks that can be used on this round only.
Jump Good (Lesser Gift): Commit Effort from the Artifact to instantly leap to any spot within double your movement speed. This does not count as an Action.
Beast of Darkness (Greater Gift): This Gift can activate whenever you kill an enemy as long as you wear the armor. At the end of a round, if you’ve killed an enemy, roll a Spirit Save. If you fail, this Gift activates. Commit Effort from the Artifact to remove all limits on your body and lose yourself to your inner beast. You lose the ability to make rational decision on the battlefield, and see even your friends as enemies. In return, all of your attacks now deal 1d12+10 Straight Damage, you gain two bonus Actions, you become immune to all mental, emotional, or psychological damage, your attacks shatter any substance even if it is magical in nature, and your attack bonus is now +10. Whenever you take damage, record it somewhere else. Once the battle is over, you must make a Spirit Save to regain control of yourself. If you fail, you must keep fighting everything around you, even if they are your allies, making a Spirit Save each round to regain yourself. If you pass, make a Hardiness Save. If you pass that Save, you only take half of the damage you took during battle rounded up. If you fail, you take the full damage straight.
So now, our final Guts sheet, looks like this:
Name: Guts
Facts:
Grew up in a Mercenary Band
The Raiding Captain for the Band of the Hawks
Has formed a deep friendship with all of the major members
Is marked by the Brand of Sacrifice
Has given up his Revenge for Casca the woman he loves
Has killed over 1,000 Demons
Wields the Dragonslayer
Wears the Berserker Armor
Is haunted by his Beast of Darkness
His companions keep him grounded
He lost his arm and eye, now he has a mechanical arm.
Attributes:
Str: 19 (+4): Check: 2
Dex: 18 (+3): Check: 3
Con: 18 (+3): Check 3
Int: 13 (+1): Check: 8
Wis: 13 (+1): Check: 8
Char: 13 (+1): Check: 8
Words:
Sword
Endurance
Luck
Peak Human
Might
Vengeance
Gifts:
Defy the Iron
Nine Lives
Unerring Blade
Cutting the Crimson Road
Body of Iron Will
Fear No Steel
Fist of Black Iron
Loosening God’s Teeth
Contempt of Distance
Thirsting Razor
All Natural
Mortal’s Luck
Trained Aim
Human Grit
Indomitable Will
Street Sweeper
Bloody Vengeance
Shattering Hand
Weapons: Dragonslayer (1d10; Heavy; Atk Bonus: +1; Attribute Bonus: Str)
Armor: Berserker Armor (AC 3; -4 Penalty to 2 Saves)
AC: 3
HP: 11
Saves:
Hardiness (Con): 15 (Base 11)
Evasion (Dex): 16 (Base 12)
Spirit: (Wis): 14
Artifacts:
Dragonslayer:
A great sword that is like a hunk of raw iron. This blade has bathed in the blood of so many demons that it now rest on both the Mortal and Astral planes, turning it into a magical weapon that can harm both spiritual and physical creatures. Due to its massive size, it can also be used to block projectiles and smash through any type of armor.
Effort: 5
Hunk of Raw Iron (Greater Gift): As an Action, the wielder may Commit Effort from the artifact to launch an attack at every enemy within sight, doing a maximum of 1 damage even on a miss. Mobs are automatically hit for 1d10+15 rolled straight.
Too Thick, Too Rough (Lesser Gift): As an Action, Commit Effort from the artifact to immediately break any armor, weapon, or piece of equipment in range of the sword. Any magical substance is not destroyed, but damaged to the point where it is almost useless.
The Berserker Armor:
An ancient, magical armor from the time of the first Emperor, the Berserker Armor is a black, spiked armor that completely encases the wearer. It is considered heavy armor and can defend against most attacks, including magical ones. However, the armor’s true ability comes from its power to lock off the wielder’s nervous system, pushing their body to heights that a normal human could never reach. There is a downside to this, as the armor will remove the wielder’s sense of self and cause them to view everything as an enemy. On top of this, the armor does not heal the wearer, instead holding their body together and preventing them from dying to any injury. Once all living creatures have been defeated, all of the wearer’s damage will return full force and can kill them instantly if it is more than their HP can handle.
Effort 10
Unstoppable Rampage (Greater Gift): Commit Effort from the Artifact to immediately gain three bonus Attacks that can be used on this round only.
Jump Good (Lesser Gift): Commit Effort from the Artifact to instantly leap to any spot within double your movement speed. This does not count as an Action.
Beast of Darkness (Greater Gift): This Gift can activate whenever you kill an enemy as long as you wear the armor. At the end of a round, if you’ve killed an enemy, roll a Spirit Save. If you fail, this Gift activates. Commit Effort from the Artifact to remove all limits on your body and lose yourself to your inner beast. You lose the ability to make rational decision on the battlefield, and see even your friends as enemies. In return, all of your attacks now deal 1d12+10 Straight Damage, you gain two bonus Actions, you become immune to all mental, emotional, or psychological damage, your attacks shatter any substance even if it is magical in nature, and your attack bonus is now +10. Whenever you take damage, record it somewhere else. Once the battle is over, you must make a Spirit Save to regain control of yourself. If you fail, you must keep fighting everything around you, even if they are your allies, making a Spirit Save each round to regain yourself. If you pass, make a Hardiness Save. If you pass that Save, you only take half of the damage you took during battle rounded up. If you fail, you take the full damage straight.
And there we go. I would’ve added another Gift to the Dragonslayer, but I couldn’t think of what to put there.
So, there you go. How I would stat Guts as a Godbound.
Feedback would be appreciated, and if you think there are things I could’ve added or done better, please let me know.
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Been away a while
Hi everyone, it’s been quite a while since the last post, but I’ve received some submissions, and I feel quite bad about how long these have been sitting! I will hopefully be a bit more active in the future!
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Catarina, Weaver of Dreams — Trying digital again! This is my character in the rpg I’m playing rn, Godbound, and she is on the path of becoming the Goddess of Night, Magic, and Crafting.
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❛ mara yagaslova, priestess of sseth
original character for the tabletop game GODBOUND
STR 13 / +1 / 8 • DEX 16 / +2 / 5 • CON 14 / +1 / 7 INT 10 / +0 / 11 • WIS 13 / +1 / 8 • CHA 16 / +2 / 5
HARDINESS: 14 • EVASION: 13 • SPIRIT: 13 AC: 6 • HP: 9 • EFFORT: 2 • INFLUENCE: 2 ARMOR: none • WEAPON: +3, 1d6+2 • FRAY: 1d8
words of power:
BEASTS: you can speak to animals and are never willingly attacked by unintelligent natural beasts.
NIGHT: you can see perfectly in darkness, need not sleep, and will never involuntarily cause the awakening of any sleepers around you.
PASSION: you may set either your charisma or wisdom to 16.
divine gifts:
MANY-SKINNED MANTLE: you can adopt the shape of any beast, natural or magical, as an action. alternately, you can transform a human within sight into a natural beast. commit effort until the end of the day to effect those of greater hit dice, who also get a hardiness save to resist. if used as a blessing, a human target can end the change at will. those cursed with a change can’t be turned back by anything short of another gift or similar powerful dispelling. (beasts: greater gift)
DARKNESS AT NOON: commit effort. you bring or dispel night to an area up to a mile around you per level. at night, the moon is at whatever phase you desire, while banished night leaves the sun overhead. optionally, you may ensure that no lesser foe sleepers within that area will wake up for anything less than severe physical injury, or send them specific dreams. (night: greater gift)
HEART OF THE LION: you have an invincible defense against fear and all unwanted emotion-affecting effects. you may commit effort to share this immunity with all allies within 100 yards. (passion: lesser gift)
TERRIFYING MIEN: commit effort to the end of the scene. all foes who can see or hear you must instantly make a morale check. even those with a morale of 12 will fail it on a roll of 12. foes that fail this check will usually flee in terror, though those without a means of escape might surrender on the spot. this gift can be used against a foe only once per scene. (passion: lesser gift)
important facts:
ORIGIN: -
PROFESSION: -
RELATIONSHIP: -
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❛ brigit tulley, master of forest fires
original character for the tabletop game GODBOUND
STR 10 / +0 / 11 • DEX 16 / +2 / 5 • CON 18 / +3 / 3 INT 13 / +1 / 8 • WIS 13 / +1 / 8 • CHA 14 / +1 / 7
HARDINESS: 12 • EVASION: 13 • SPIRIT: 14 AC: 7 • HP: 11 • EFFORT: 2 • INFLUENCE: 2 ARMOR: none • WEAPON: +3, 1d10+2 • FRAY: 1d8
words of power:
ENDURANCE: you need not eat, sleep, drink, or breathe, and may set you constitution score to 16, or 18 if it’s already that high.
FERTILITY: you have perfect control over their reproduction and may set your constitution to 16. you have an invincible defense against wood, vegetal monsters, and plant-based toxins.
FIRE: you have an invincible defense against flame, smoke, and cold. you may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die.
divine gifts:
UNDYING: when you would normally die, you don’t. you regenerate over a week, losing all effort and being unable to use gifts or do more than crawl. only a supernatural creature’s blows can actually kill you when you are at zero hit points. (endurance: greater gift)
TOUCH OF GREEN RESTRAINT: commit effort for the scene. plants in a 50 foot radius around the chosen point in sight erupt to cling to foes. all enemies in the area must make an evasion saving throw at the start of each round to throw off the vines and regain free movement, though they can still fight in place as normal or launch ranged attacks if they have them. foes subject to your fray die suffer it each round they remain bound. those enemies who reach zero hit dice because of this may be either utterly immobilized or crushed to death at your discretion. (fertility: lesser gift)
FIREWALKER: commit effort for the scene. instantly know the location of all flames within a mile. as an action, teleport and emerge from any larger than a candle flame with any willing companions in physical contact with you. your knowledge fades at the end of the round. (fire: lesser gift)
GIVE FORTH THE ASHES: unburn objects or creatures in a 20 x 20 x 20 foot cube each round, repairing damage and restoring the condition of burnt objects. fire damage is healed, but the dead are not raised. (fire: lesser gift)
MASTER OF THE FURNACE: commit effort. shape and mold all flame within sight, directing or extinguishing it as you wish. as an action, set an unattended, inanimate object within sight on fire if it’s flammable. objects larger than a wagon can be ignited only in part. (fire: lesser gift)
important facts:
ORIGIN: she woke naked, covered in ashes, unbreathing. she remembered the forest fire, remembered burning, yet the forest had disgorged her from its layer of debris amongst the burnt, fallen husks of trees. as she reached out a hand, trembling, she touched a tree and it began to heal.
PROFESSION: she cares for the forest, making sure no fire harms it, and turning the fires of those who dare attack it back against them.
RELATIONSHIP: -
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So Godbound...
is pretty great.
See, first there was Scarlet heroes, which was basically a rules hack to retune old school D&D to do solo adventures- basically to make it closer to a sword and sorcery story, where one dude with a sword can take on armies.
Then there was Exemplars and Eidolons, which was sort of a joke- Kevin Crawford, the creator of both Scarlet Heroes and Godbound, wanted to set up an example ‘game layout guide’ for folks who were trying to get into indy and OSR game publishing, but didn’t want to just fill it with Lorem Ipsum. So he wrote a quickie game about playing -groups- of Scarlet heroes style characters.
And then people really liked it, and a couple years later, here we are with Godbound.
In Godbound, you play one of the title characters, an ordinary person suddenly empowered by divine Words. You might be the greatest thief in the world, empowered by Night, Deception, and Alacrity. Or you might be the village scapegoat, constantly bullied, who suddenly gained Words like Might and Endurance, with fists that hit like greatswords and skin tougher than any armor.
One neat thing about this line of games is the Fray Die: Even a character like the ultimate midwife, who’s bound to Fertility, Health, and luck, and has no combat gifts, can still hold her own in a fight with mooks: every godbound, no matter what they’re otherwise doing, rolls 1d8 each round and disposes of a certain amount of unworthy foes who attack her. This takes no time to deal with and doesn’t interrupt whatever else you’re doing, so the Ultimate Midwife could be fully focused on dealing with a difficult childbirth and -still- take out an Autocossack of the Iron Tsar that presumed to interrupt her work without even paying attention to him.
(The default Godbound setting has Autocossacks, cybernetic centaurs working for a robotic tsar of a fantasy not-Russia, which is, let’s be real, PRETTY GREAT)
And if she was forced to pay attention to the Autocossacks, well, she could always use miracles- free-form magic based on her Words to fight about as well as the Might/Endurance guy up there, at least for a time.
So basically this game is good and you should check it out.
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What is your favorite word combination that you have tried so far?
man I have no idea when you sent this but I am so sorry if it took a while. Haven’t gotten a lot of attention on here lately. My favorite is a Luck, Time, and Knowledge. Sort of a time-lordy oracle type. Which gives me a great idea. if anybody sees this post and feels like contributing their favorite combos, send it in the asks and I’ll post it. Maybe I’ll add my two cents if it’s warranted or if something is really crazy cool.
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Hello!
This is a blog for those that enjoy godbound, or have questions, stories or anything at all to share about this wonderful game.
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