Godling If

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Pender Lumkiss
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Godling If

Post by Pender Lumkiss »

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Re: Godling If

Post by Pender Lumkiss »

What can be customized in the Godling framework?

Sky’s the limit: Should have 6 or so edges spanning novice to heroic plus the two defaults: I looked at what iconic abilities I chose and had a couple there, I looked at the monster types that are close to this IF and modified or stole some of their monstrous abilities.
  • Divine Edge: Ignore rank requirements of an edge, other requirements must be met. This can be done once per rank.
  • Divine Resolve, veteran: One of your chosen resistances is much greater than the other, you take 1/2 damage from that elemental source.
Price of Power: Has the 1 and 2 defaults, but 3-4 should reflect something cool a player can do using their god-like power. A quick god maybe could gain split the seconds for 3 rounds. God of battle could gain any leadership edge for the scene and +2 to any non wild cards under his command.
  1. Gain a 1 time use of any Mega Power using your spirit die as the casting roll. No ppts needed. -2 to the roll each rank above the godlings
  2. Add a d10 added to any die roll. ( Note you can add multiple dies if able too, these dice can explode)
Godling abilities and bonuses
  • Pantheon defined: 3 novice level edges, or 2 novice edges and a skill d6.
  • iconic ability: Major, choose an iconic ability from any IF. If the ability is epic like the GB boom gun, balance with the corresponding major complication. Something with a line of edges is usually a good place to start. Sometimes you can beef it up a tad too. Re-trapping and small alterations is encouraged.
  • Iconic ability: minor, chose a lesser iconic framework ability. Normally without a line of edges, usually with a static bonus.
  • Divine Resistance : +4 toughness, and choose two elemental types +4 to resist and +4 armor. Immune to mundane poisons and disease. Re-trapping and small alterations is encouraged.
  • Iconic Power: Choose 2 powers, or 1 mega power. If power has a variable ppt cost per rank -1 to casting roll. Choose an appropriate skill roll for 1, and a trait roll for the other to be the casting roll. Powers cost no ppts, take an action, do not work while asleep or unconscious. These powers are self only.
  • Iconic movement: Choose teleport, fly, burrow, speed. Choose an appropriate attribute for casting. Powers cost the movement for the turn, no ppts. The powers are self only.
  • Superior attributes: three attributes start at d8, one at d10, one at d6
All godlings get the following:
  • Punch or kick, str+d6, MD always armed
  • Fearless
  • Immortal
  • Slow regeneration
  • Detect arcana at will, no ppts as an action
  • Low light vision
From Complications, the only thing that really is there to be customized is the achilies heal. Choose a source of attacks that do +4 damage.
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Re: Godling If

Post by Pender Lumkiss »

Godling Trickster
Perhaps a child of Hermes or an aspect of Loki the godling imbues the best and worst of the trickster archetype. From being able to assume many forms to wandering where they do not belong sight unseen. They have a penchant for mischief, and rarely stand toe to toe against great foes of technology instead relying on their cunning and guile to make them inept.

Welcome to Rifts Earth
This is the beginning of a coming of age story. While the godlings may look like a fully formed adult or wizened old man, they are anything but. This is the first time they have left the relative safety and confines of their divine domain. They have honed a few skills, and carry the weight of their abilities with a modicum of pride and respect. They have pleaded, escaped, or cajoled their way to the mortal realm seeking to make their mark in whatever fashion it might be.

The sky's the limit
Godlings no very few boundaries. Their potential is possibly rivaled by the very beings they respect, which most can count on one hand. They can take two arcane backgrounds, psionics and 1 other. Tricksters often hone their subtle nature and become the godling behind the guy. Masters of manipulation, and very capable of disrupting the forces of nature and love playing tricks on man’s technology. Trickster’s can choose any of the follow as an advance meeting the rank requirements.
  • Improved subtle interference, Seasoned: -4 to hit and +4 to trait rolls vs all technology
  • Subtle Denial, Heroic: can turn off technology per cyberkinetic denial, use smarts to roll, and spirit is the range.
  • Charm, Veteran: Tricksters can use the puppet power on the opposite sex using their Smarts as their arcane skill. They can cast and maintain the power indefinitely, but may only affect one target at a time.
  • Weather Control, Novice: Some Tricksters can control the weather. With a successful Smarts roll, the Trickster summons a terrible storm, typified by dark skies and lashing rain. The downpour reduces visibility (treat as Dark for lighting penalties), extinguishes most normal fires within 1d10 rounds, and only volatile materials have a random chance of igniting from fire-based attacks. Storm conditions inflict a –1 penalty to most actions due to slipping, difficulty hearing, strong winds, and so on. The Game Master must decide if other actions are affected.
  • Corrupting Voice,seasoned: tricksters voice can be so tempting leading lesser mortals astray. Tricksters must use this gift wisely as sometimes disastrous consequences can occur. After listening to Tricksters voice for a round, the foe makes a Spirit roll (at –2 for an oratory performance). Failure means the listener is shaken and gains a negative Hindrance of the Game Master's choice, such as Bloodthirsty, Greedy, or Mean depending on what is said. This takes a full action where the Trickster does nothing else. If repeated the hindrances get progressively worse as time goes on until the listener is driven insane. This typically results in acts of violence and mayhem for the duration of the encounter. A raise on the spirit roll makes the target immune to the Trickster’s voice for the duration of the encounter
  • Soothing voice, Veteran: Tricksters often find themselves surrounded by angry listeners. To protect themselves, they use the soothing timber of their voice to pacify those trying to attack them. If the Trickster takes a full defense maneuver, anyone desiring to harm him must win an opposed Spirit roll. With a raise, the attacker is immune to the Trickster’s voice for the rest of the encounter.
  • Divine edge, novice: Ignore rank requirements of an edge, other requirements must be met. This can be done once per rank.
  • Divine Resolve, veteran: Your chosen resistances are much greater you now take 1/2 damage from those two elemental sources.
  • Devine Ire, Heroic: You are now immune to both your elemental resistances.

Godling: “Price of Power”
The Power: The Godling is capable of destroying entire battalions of CS, going toe to toe with the mightiest of foes. But all that power comes with a heavy price. The Godling can ½ his spirit die per session do the amazing.
  1. Gain a 1 time use of any Mega Power using your spirit die as the casting roll. No ppts needed. -2 to the roll each rank above the godlings
  2. Add a d10 added to any die roll. ( Note you can add multiple dies if able too, these dice can explode)
  3. Trickster can make any NPC hostile or Friendly with a persuasion roll, even during combat, and gets to choose whom they are friendly or hostile too!
  4. Trickster can gain the use of the I know a guy edge with a +2 to any rolls.

The Price: Unleashing yourself in such a manner is inherently draining. Make a Vigor roll -2. The result of the roll determines for how long using this power takes a toll. While in this state -2 to all trait rolls. In addition during this weakened state often their enemy chosen in the Clash of Titans will come calling.
Raise: 1 rounds
Success: 1d6 Rounds
Failure: 1d6x10 min
Crit Failure: 1d6 Hours, and incapacitated

Godling abilities and bonuses
  • Pantheon Defined: scrounger edge, Charismatic, thief
  • Iconic Trickster: Subtle interference: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Trickster. They also get +2 bonus to trait rolls vs technology. This ability stacks with the deflection power.
  • Iconic Trickster: Master of his mind: A Trickster has powerful defenses against the psionic powers of others. He has +4 to all checks to resist psionic effects, and +4 armor against psionic damage. This does stack with Arcane Resistance.
  • Devine resistance: +4 toughness, +4 to any trait roll vs cold or heat, and +4 armor vs cold or heat/fire, immune to non magical poison or non magical disease.
  • Punch or kick: str+d6, MD always considered armed
  • Fearless
  • Trickster Iconic Powers: Invisibility ( Use stealth for the casting roll) no ppts, at will costs an action, cannot maintain when sleeping or unconscious.
  • Trickster Iconic Powers: Shapechange ( Smarts for the casting roll -1 per rank differential, but anyone trying to determine if the shape taken is real or assumed can make a smarts roll -2), no ppts, at will costs an action, cannot maintain when sleeping or unconscious.
  • Trickster Iconic movement: Burrow, as movement, no ppts, use str for casting roll.
  • Superior attributes: three attributes start at d8, one at d10, one at d6.
  • Immortal, only a violent death will bring an end to this being.
  • Slow regeneration
  • Detect arcana at will, no isp as an action
  • Low light vision

Complications
Cybernetics: None

Enemies: Both the coalition and federation of magic have no desire to see a godling walk rifts earth unmolested ( For different reasons). The Federation fears the godling and sees them as an usurper that is vying for control of their domain. The coalition views them much like a dragon and therefore must be shot and killed on sight.

Clash of the Titans: Godlings have a rival of similar strength that wishes to do them harm and see them fail. This could be a godling from an opposed pantheon or rival. It could be a cabal of powerful mages, or perhaps even a young dragon. It might even be the 4th armored division of the CS. They can appear at anytime, especially during the “Price” duration.

Achilles Heel: Having never fully understood how magic and technology can blend so nicely together the Trickster takes +4 damage from those TW sources.

Get a Grip: So new to the world the Godling also gains the clueless hindrance.

The Great Responsibility: [/size]Godlings are taught from birth that their great power carries a weighty responsibility. They are taught to right injustice, and not to abuse mortals. They are also instructed in a higher form of combat where they give quarter to like kind. From time to time godlings act out, and depending on the severity of their transgression a brother, uncle, parent or pantheon will intervene and stop their foolhardy and dangerous behavior.
  • Minor Transgression: -1 to any godling power roll
  • Major Transgression: -2 to any godling power roll, cannot use “ The Price of Power”, loses all Trickster Iconic abilities until he atones for his actions.
  • Immortal Transgression: The godling is stripped of all abilities, except for pantheon defined, immortality, and superior attributes. The character may regain the lost abilities through a significant quest or action. Should the godling commit another Immortal transgression their spirit becomes corrupted, and they join the pantheon of dark gods with their terrible abilities fully restored.

Superior Personality: A Godling sees themselves either above the mortals they walk amongst, or sees that every mortal needs their unrelenting help. Choose either Heroic or Arrogant

Player's Choice: Note Hindrances are pre selected, but the points gained may only be spent in the follow way:[/size]
  • Make your Mark: The Godling is starting out new to the world, having honed a few skills and mostly relying on their god-like abilities to meet the world head on. They are treated as having the young hindrance. 3 attribute points to spend and 10 skill points. While they have a personality for sure, they have yet to see how it measures up in the real world. During the first three sessions is where it solidifies. Gain a minor hindrance point each of the first two sessions, and gain the major hindrance 2 points at the end of the third session. At anytime gained the hindrance points can be spent. Note: They are not subject to born a hero. Also this is a fine time to change any of the preselected hindrances as rifts earth can drastically shape a godlings view on life.
  • Ill fated Mark: This godling has stepped onto Rifts Earth from time to time, and has had his mettle tested, and personality challenged often to their detriment. Usually through misstep or misshap the godling has made a grave enemy as well. The godling gains all hindrance points at character creation. He still gets 3 attribute points to spend and 10 skill points as well. He gains a nemesis: usually a faction or group of people on rifts earth, or possibly an entire race becomes his enemy. They gain a -2 to any social rolls when dealing with this group, and usually are the first ones targeted if engaged in a conflict with said group. In addition because their initial romp through firsts earth was so exhilarating and ill fated they gain One roll on the following table.
Roll a 1d12.
    • Something put a hex on the godling: starts with the bad luck hindrance, or if already has it, -2 bennies.
    • His time with the mortals has shown him a great vice: Addiction (Major)
    • He has seen the worst of the worst that Rifts Earth can offer: He is no longer fearless, but gains a +2 to spirit vs fear checks.
    • An encounter with a creature has left him maimed. Roll a d6 1-3, he’s lame, 4-6 he has the one armed hindrance
    • One of the abominations he encountered plucked out his eye! One eye hindrance.
    • The last creature your godling encountered must of hand a magical disease: He has the anemic(major) hindrance.
    • Rifts Earth can make you crazy, and indeed it has: Delusion Major
    • You ran afoul of a tribe of gremlins, now they have it for you. Anytime you roll a 1 on the trait die using a technological device roll on the technical difficulty table. For TW devices it is a 1 or 2 on the trait die!
    • The pantheon of dark gods have predicted your doom: -2 on soak rolls.
    • You did something so unspeakable the gods have barred beneficial magic from helping you ( Iconic powers aside). Harmful magic still affects you normally.
  • Tragic grace: Fate has deemed others will suffer while the godling completes their destiny. The godling receives +2 on vigor rolls, but on a 1 of the wild die it means the effect the godling rolled against has tragic consequences. Like maybe they soaked the rail gun fire, but the player next to them also needs to, or their NPC friend behind them did not get out of the way and is shredded to pieces.
  • The godling is constantly under duress from all kinds of bad luck. Some say he is cursed by his father, and he probably was. During the crucible of battle this can sometimes result in him being too preoccupied either by an ill timed intervention by another god, or being harried by their nemesis. Sometimes it's just that fate doesn't like the godling
[/list]

[*]During the initiative card draw if the godling draws a club make a spirit roll -2, a success proceed as normal. Failure he can only take free actions.[/list]



Gear:
[*]Armor of the Pantheon: +5 Armor, Choice: +1 toughness, and a minor effect +2 to stealth or persuasion when blending into the crowd. A water godling, could have semi-aquatic. Goding of war could have +1 to soak rolls…
[*]Lesser Blade of the Pantheon: A mighty weapon forged from some ungodly volcano no doubt, with it the godling can strike fear into the very mortals they wield it against. Str+1d8, AP2, Magic weapon, MD, elemental flavor of choice ( no effect beyond bypassing damage resistance and looking sweet) and players choice: +2 AP, ignores shield or light cover bonuses, reach 1, +1 parry, or damage is 1d10, 5/10/20 returning, 20/40/80 ranged. In Addition: This weapon when wielded vs the mortal heart ( Called shot -2, not the real heart, just the mortal heart) can instill fear into their mortal foes. When attacked with the called shot, the mortal being used against must make a fear check if shaken or better. The supernatural, and those touched by the divine, and those with long effective immortal lives gain +2 armor vs an attack from this blade, and are immune from its fear power.

[*]Cornucopia Bag: Filled with the godling;s preferences of meat, cheese, fruit, vegetables, and nuts, this bag keeps any food placed in it from spoiling or rotting. Will keep the godling sustained for 1 week, mortals beware! [/list][/list]
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