Rules Reference
A quick reference for Godbound
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Core Resolution & Character

Attribute Checks

Roll 1d20 ≥ (21 − Attribute score)

The check target is derived from the raw attribute score, not its modifier. +4 if a relevant Fact applies (Facts never stack, and never apply to hit or damage).

Natural 1 always fails, natural 20 always succeeds.

Only roll for feats that would still challenge a mortal and fall outside a bound Word or an applicable Fact — those are automatic successes, not checks. Penalty up to −8 for near-impossible feats; truly impossible ones need a gift or miracle instead.

Attribute Modifiers

ScoreModifier
3−3
4–5−2
6–8−1
9–12+0
13–15+1
16–17+2
18+3

Generate: 4d6 drop lowest ×6, assign freely — or the default array 16/14/13/13/10/8.

The Six Attributes

Strength
Melee hit/damage, brawn
Dexterity
Ranged/light hit & damage, AC, Evasion save
Constitution
Max HP, Hardiness save
Wisdom
Spirit save; rarely rolled directly
Intelligence
Evasion save; rarely rolled directly
Charisma
Reactions, Spirit save, some Presence attacks

Saving Throws

Roll 1d20 ≥ (16 − level − better of two attribute mods)

At 1st level this is simply 15 − the better modifier. If both governing attributes are penalties, use the less-bad (higher) one. Saves improve by 1 each level up. Natural 1 fails, natural 20 succeeds.

Hardiness
Better of STR/CON — exhaustion, poison, disease, transformation, physical rigor
Evasion
Better of DEX/INT — explosions, falls, dodgeable hazards
Spirit
Better of WIS/CHA — mind control, curses, sendings, enchantment

A Godbound may Commit Effort for the day to turn a failed save into an automatic success. NPC saves without stats: 15 − half their Hit Dice (min 5), ±3 if thematically (un)suited.

Combat — Attack & Armor Class

1d20 + attack bonus + attribute mod ≥ 20 hits

Attack bonus starts at +1 and scales with level (+1/level). Weapon–attribute pairing: melee (medium/heavy) → STR; ranged → DEX; light weapons → better of STR/DEX. Natural 1 always misses, natural 20 always hits.

AC = 9 − DEX modifier bonus (never worse than 9 even with a DEX penalty), adjusted by armor:

ArmorBase ACSave penalty
None9
Light7
Medium5−4 to one save (chosen once)
Heavy3−4 to two saves
Shield−1 (bonus)

Damage Conversion

Damage die resultDamage taken
1 or lessNone
2–51 point
6–92 points
10 or more4 points

Each die is looked up separately; the attacker’s bonus applies to only one die of their choice. Godbound lose HP; other creatures lose Hit Dice. “Rolled straight” powers skip this table and use face value.

Weapon Damage Dice

WeaponDamage
Unarmed1d2 (Str/Dex)
Light1d6 (Str/Dex)
Medium1d8 (Str)
Heavy1d10 (Str)
Ranged, 1H1d6 (Dex)
Ranged, 2H1d8 (Dex)
Dual-wieldTreat as one 2H weapon, 1d10 (Str or Dex)

Overflow: a PC’s excess damage beyond what kills a target can splash to another target in range of equal or worse AC (PCs only; not against area attacks).

Hit Points, Death & Recovery

Hit Points

Starting HP = 8 + CON modifier

Per level: +4, plus half the CON modifier (round up).

NPCs and monsters use Hit Dice instead of HP — a foe can take damage equal to its HD before dying. Godbound are never treated as “lesser foes,” regardless of relative level or HD.

At 0 HP & Divine Fury

0 HP: gravely wounded and helpless — any further damage kills. Left alone, regain 1 HP after one hour.

Divine Fury (once, until next level-up): on being reduced to 0 HP, instead gain HP equal to half max (round up) and bonus Effort equal to level; freed from and immune to new binding for the fury’s duration (rounds = level).

After: 5 rounds fully helpless (gifts inactive, no actions, auto-fail saves — any capable foe can finish them). A Godbound dropped to 0 HP during or after a fury dies instantly and cannot be revived.

Recovery & Death (Others)

A full day (or full night’s sleep) of safe rest restores all lost HP for a Godbound. Lesser creatures heal 1 HD per full day’s rest.

Magical HP healing requires the recipient to Commit Effort for the day (curing disease, poison, or curses does not).

Non-Godbound creatures at 0 HD: dead, unconscious, or subdued at the attacker’s discretion; mortally wounded ones take a few rounds to die, in which window aid can save them. An attacker can declare a plausible non-lethal defeat instead of a kill.

Fray Die

Most heroes have a 1d8 Fray Die, rolled each round for free (no action) against the Damage Conversion table, dealing that much damage to one lesser foe (HD ≤ the hero’s level) in sight, no modifiers.

Useless against “worthy foes” — those with more HD than the hero has levels.

Effort

Represents divine power, will, and physical energy spent to fuel gifts and miracles.

Starting
2 points
Growth
+1 max per character level
Refresh
All committed Effort returns every morning, rest not required

Committing (not spending outright) ties up a point until you reclaim it or its duration ends:

Instant
Reclaim anytime, even off-turn
Scene-long
Held until the scene ends; can’t reclaim early
Day-long
Held until the next morning; can’t reclaim early

Effort can also be Committed to turn a failed save into a success. A miracle mimicking a gift that would itself need day-long commitment costs 2 Effort instead of 1.

Words, Gifts & Miracles

Words & Gift Points

Starting Words
3, bound at creation
Starting gift points
6
Lesser gift
1 point (2 if from an unbound Word, if justifiable)
Greater gift
2 points — only from a bound Word
Bind a new Word
3 points
Per level-up
+2 more gift points to spend or save

Only a hero bound to a Word can learn its Greater gifts. Lesser gifts can (with justification) be taken from any Word.

Gift Activation Types

Constant
Always on, no Effort to activate
On Turn
Triggered on your turn, doesn’t use your action; any number if Effort allows
Action
Uses your action; only one per turn
Instant
Usable anytime, even off-turn or after an enemy’s roll — most defenses are this

Every bound Word also grants one free, unsuppressible intrinsic ability just for being bound (e.g. raising a governing attribute, an always-on sense or immunity).

Universal Gifts

Available from any Word, as a lesser gift

GiftEffect
Divine WrathSmite (Action): Commit Effort, 1d8/level to one foe; not usable two rounds running
Corona of FurySmite (Action): 30ft burst, 1d8 per 2 levels (round up); allies may be spared, then save
Effort of the WordConstant: +1 max Effort; once per bound Word
Influence of the WordConstant: +2 max Influence; once per bound Word
Excellence of the WordConstant: raise one attribute to 18; once, ever, total

Example Words

Alacrity (agility/swiftness)
Intrinsic: can’t be surprised, DEX→16/18. Lesser: Flickering Advance, Mist on Water, Swifter Than the Sun. Greater: Faster Than Thought (Smite), Untouchable.
Command (leadership/obedience)
Intrinsic: CHA→16/18, speak with any intelligent creature. Lesser: Guards! Seize Him!, Know the Inner Truth. Greater: A Thousand Loyal Troops, Thrall-Making Shout.
Artifice (building/repairing/destroying)
Intrinsic: instantly craft small mundane objects. Lesser: Faultless Repair, Hammerhand, Ten Thousand Tools. Greater: The Maker’s Eyes, Transmuter.

Miracles

When a Word justifies an effect no gift covers: describe it, the GM approves plausibility, then Commit Effort (typically for the full day, even for a brief effect).

Can mimic a bound Word’s gift (lasts ≤1 scene even if normally Constant; costs 2 Effort if the mimicked gift needs day-long commitment), suppress an enemy gift, permanently dispel mortal magic or curses, or produce a scene’s dramatic effect.

MiracleDamage
Hurt One Target1d8/level (or per 2 HD), max 10d8, no save, counts as Smite
Hurt Several1d6 per 2 levels, max 10d6, save if allies mixed in, Smite

Apotheosis

Not a selectable Word — its gifts accrue automatically by level to any Godbound running a cult (opt-out “free divinities” get automatic Dominion instead, but no worshipers or Apotheosis gifts).

LevelGift
2Receive the Incense of Faith
3Sanctify Shrine + Smite the Apostate
4Hear Prayer
5Perceive the Petitioner
6Mark of the Prophet
7Attend the Faithful
8To Bless the Nations

Dominion & Influence

Influence

Influence = 1 + character level

Plus +2 per Word bound with the Influence of the Word gift. Committed, not spent, like Effort — it represents ongoing off-screen attention to a situation.

Committing Influence keeps a change stable; withdrawing it lets the situation decay back toward baseline over time (faster for simple things, slower for complex ones). Influence-driven change is temporary — it only lasts as long as it stays committed.

Dominion

Starting Dominion: 0. Gained from mighty deeds, cult worship, and celestial-relic assimilation — roughly 1 per session for heroic play, +1 more for acting strongly in-Word.

Unlike Influence, Dominion changes are permanent until an opposing force spends equal-or-greater Dominion (or violence) to undo them.

Free divinities (no cult): automatically gain 1 Dominion per month from 2nd level, +1 more per 3 full levels, but get no Apotheosis gifts or worshipers.

Advancement

XP & Dominion to level

LevelXPDominion spent
232
364
41210
52422
64838
77257
89676
913095
10170124

Cost of a Dominion Change

Cost = Scope base × Difficulty multiplier

ScopeBase
Village (~1,000 people)1
City (~100,000)2
Region (~1 million)4
Nation (~100 million)8
Realm (whole world)16
PlausibilityMultiplier
Plausible×1
Improbable×2
Impossible×4

Impossible changes generally also require a full Mighty Deed (an adventure), not just the Dominion cost.

Wards & Opposition

Mundus Wards (rated 1–20) add their rating to the base scope cost before the multiplier; most surviving city wards run 1–4, a well-defended nation’s 10+.

Rival resistancePenalty
Minor spirit / lesser undead / angry priest+1
Skilled mage / strong local ruler+2
Eldritch hulk / major bestial thing+4
Minor parasite god / new NPC Godbound+6
Major parasite god / veteran NPC Godbound+8

Multiple wards: use the highest only. Multiple resisters: worst rating +1 per additional resister.

Shrine

Gained via the Apotheosis Sanctify Shrine gift (3rd level). Worshipers consecrate a temple or shrine; the Godbound can then perceive and act within its precincts, and their first gift or miracle use there each day is free.

Consecration cost: Wealth equal to the Godbound’s level (rises with level). Desecration requires full re-consecration.

Quick Reminders

Natural 1 always fails, natural 20 always succeeds, on any d20 roll (checks, attacks, saves).

Effort is committed, not consumed — it refreshes fully every morning regardless of rest.

A Godbound is never a “lesser foe” for another creature’s abilities, regardless of level or HD comparison.

Divine Fury can only be used once between level-ups, and dying during or after it is final.

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