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[Core Knowledge] Goodwill - Spending Points
Started by Bart_The_Bard

Bart_The_Bard

Bart_The_Bard

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Minecraft
Bart_The_Bard

Goodwill - Spending Points

You can currently spend your GW on four things: developing an existing character, starting a new character, retiring your existing character, and institutions. Institutions are related to towns/communities. Multiple players may pool their GW to contribute to the same project.

 

The list below consists of examples on what you can spend GW on. However, if your interest lies elsewhere, reach out to any Staff DM and ask what it would take to achieve that interest. We will add your request to the list with a GW point indication. 

 

 

START A NEW CHARACTER

  • An apprentice mage (3)
  • A journeyman mage (6)
  • An adept mage (12)
  • A master mage (30)

DEVELOP EXISTING CHARACTER

  • Receive divine guidance (10)
  • Sparked into arcane magic (3)
  • Discover an apprentice spell (2)
  • Discover a journeyman spell (4)
  • Discover an adept spell (8)
  • Discover a master spell (16)
  • Discover a magus spell (32)

DEVELOP COMMUNITY

[This Thread] explains in full detail what a community is, including NPC. In short, the only thing you need to pay GW for are the institutions. All other buildings and vanity projects are free and cost no GW. The cost for institutions varies, but generally they start at 10 and cost 8 or less to advance from there.



RETIRE YOUR CHARACTER

Look at the amount of Goodwill that the character has accumulated over their lifetime and compare it to the list below to determine what you can do with them. Note that you can choose an option from a lower rung even if your character surpassed the threshold. 

  • 9-19: You can write a paragraph about them in the annals of the setting's canon, permanently preserving their legacy. They could also become a unique event character. Such as a ghost, a wizard driven insane by knowledge, or the like. 
  • 20-39: If your character was devout, they can be recorded as a saint or notable individual in the history of their religious movement. If they were a mage, they could have an apprentice or journeyman level spell they left behind as their legacy. If they were a noted member of their culture, they could be recorded as a notable historical figure on their culture's page.
  • 40-59: If devout, your character's soul could attain the status of a lesser angel after death. A mage might be remembered through an adept or master level spell. Your character could have spawned an ideological movement that lives on beyond them, serving as fodder for events to pull from in the future.
  • 60-79: As with the 40-59 tier, but with additional options: they could leave behind an artifact that gets found, they could become an event character of great power, they could leave a lasting remnant of themselves on a still living player or place.
  • 80-99: A mage could leave behind a magus level spell. A devout character could ascend to the status of a greater angel. Your character may leave behind such a powerful legacy that it affects their culture, perhaps even splitting it off into a new direction.
  • 100+: I don't know man, let's do something weird. Want them to become a god? We can talk about it. Especially if your character doesn't retire in the background, but we arrange for them to be sent off as part of a cool event.
Bart_The_Bard · about 1 month ago · Last edited: about 1 month ago