Godking

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The BOPs in Supereon One are written with forward compatibility in mind, so they use sc as a monetary system. Remember to multiply this by 10 if you are using amber (a).

Occupation Tag: Aristocracy, Religious

While most gods hide away in the heavens, dictating mortals from on high, some walk among their followers as a guide and  king. You are destined to rule and through force and through will.

Starting Equipment

If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained based on your background: Rucksack, one large blade, hide armor, a holy talisman, bedroll, mess kit, clothes (simple), embroidered hooded cloak, rations (5), torches (5), tinderbox, 50 ft rope, waterskin

Skills

Each time you gain a rank in the Godking profession (including rank 1), gain +3 Leadership, and +1 in three skills of your choice:

  • Athleticism: Applied Force, Athletics
  • Crafting*: Calligraphy, Painting
  • Influence: Deceiving, Empathy, Intimidating, Persuading
  • Knowledge: History, Law, Military, Politics of [choose region], Religion [choose one]
  • Luck: Fortuity
  • Observation: Intuiting
  • Performance: Savoir Faire
  • Stamina: Distance Running, Forced March, Menace

Divinity

When you become a rank 1 Godking, and every time you gain a rank in the Godking profession, you further prove your divine power.

Rank 1

You hold or bear the promise of divinity. This may be a tattoo, a scar, or a birthmark that reveals your divine nature, or a text, prophecy, or scroll that heralds your coming. Once per week upon completing a Holy Task (determined by your MC or by the holy task chart below), you may attempt to rally believers to your cause. Upon completing a Holy Task, roll 1d10 and add your local goodwill bonus - this number of NPCs are swayed by your words. They will follow your lawful commands but will not willingly endanger themselves or participate in combat.

Rank 2

2d10 + your local Goodwill commoner NPCs will now pledge themselves to your cause after you complete a Holy Task. They will follow your lawful commands but will not willingly endanger themselves.

Additionally, completing Holy Tasks grants you +2 local goodwill. Upon reaching 25 followers, you gain a camp that is self-sustaining and earns a tribute of sc equal to half your Total Followers per week.

Rank 3

3d10 + Goodwill commoner NPCs will now pledge themselves to your cause after you complete a Holy Task.

Additionally, completing Holy Tasks grants you +4 local goodwill. For every 50 followers you gather, you gain one Herald. Heralds will travel independently of your camp and are willing to take on slightly more dangerous tasks, such as transporting goods or messages. They will not willingly go into combat for you, but they will protect your words and property to the best of their ability.

Rank 4

4d10 + Goodwill commoner NPCs will now pledge themselves to your cause after you complete a Holy Task.

In addition to Goodwill, completing Holy Tasks grants you 1 Chosen Warrior (stats of a Knight). This Chosen Warrior will follow your commands and will put themself in harm’s way for you as long as a reasonable case can be made that the task is related to the Godking's ascension. A Chosen Warrior will not travel more than 20 miles away from their residence, however.

Rank 5

5d10 + Goodwill commoner NPCs will now pledge themselves to your cause after you complete a Holy Task.

Additionally, your Chosen Warriors will now follow you indefinitely instead of remaining confined to their places of residence. You gain a Right Hand, who will act independently of you but follow your direction. Chosen Warriors will defend the Right Hand as they would defend you and their word carries almost the same weight as your own with your camp. Once per month, you can demand an audience with an NPC of your choice that has 4 or fewer professional ranks, and there is a 75% chance that they will meet with you. If you have 10 or more Goodwill with a location, this works with NPCs that have 5 professional ranks.

Holy Tasks
Slay Kill a creature whose ML is at least twice your character level.
Challenge Defeat a leader of a camp, settlement, or similar gathering of people in a just and fair duel or debate.
Defend Protect a person or settlement from assault by a monster or monsters that proves a deadly encounter for you and your party members.
Liberate Overthrow a regime.
Proclaim Warn a person or settlement about coming danger. If that threat proves legitimate within 1 week, your Holy Task is fulfilled unless it is discovered that you orchestrated it.
Suppress Prevent the overthrowing of a regime.