Glory
Peaceday 5th of Primus, 6017, in the Era Secundus
The groups collective Inspiration
Glory is a resource you can earn and spend as a group to overcome the obstacles of The Open Road. Glory represents the will to prevail, the power of camaraderie, and the collective determination of a group of like-minded individuals. You and your allies are the stars of the story and have the power to change the fate of the world — at least partially. Spending Glory gives you more options and control over the story you’re telling, potentially creating game-changing situations.
Gaining Glory
You and your party begin each session with 0 Glory in your collective pool. Any Critical Success or Critical Hit adds 1 Glory to the pool. The Glory pool has a maximum of either 6 or the number of players +2, whichever value is higher. When the pool is at maximum, any additional Glory you generate is lost. Use it or lose it!
Spending Glory
Anyone in the group can choose to spend Glory. It’s a resource everyone contributes to and has access to. It’s polite to ask the rest of the group if you can use some of the shared Glory. Usually they’ll say yes, as you’re working as a team, but you might need to save your Glory for when the situation is (even more) perilous. In any case, asking won’t hurt, and make sure everyone at the table stays comfortable. Glory can be used in four ways, detailed below:
Advantage
You can spend a point of Glory to give yourself or any other character advantage on a skill check, attack roll or saving throw.
Increase Damage
You can spend Glory to increase the damage of a successful attack. It scales according to the following table:
Glory spent | Bonus damage |
---|---|
1 | 2 |
2 | 4 |
3 | 8 |
4 | 16 |
5 | 32 |
Above 5 | Keep doubling the previous number (32 > 64 > 128 > So on). |
Seize The Initiative
You can spend two points of Glory to Seize the Initiative during combat. The party can only utilize this option once per combat.
What is Seize the Initiative?
Basically, you get a turn before a creature of your choice, but also your usual turn. You have all the options a normal turn would provide, and you can still act later. Use this tool to better deal with strong opponents.
Example:
Sheila the Fighter and her Wizard companion Drazaar are fighting a Troll. The Troll has both of them on their last legs, but Drazaar's player has rolled a Natural 20 earlier this session.
Sheila's player suggests that she uses the one point of Glory that they have to go before Drazaar and the Troll and get it low enough for her to take it out on her initiative. Drazaar's player agrees.
Sheila uses the point of Glory to rush to the Troll and cut into him with her Greatsword. Drazaar disables the Trolls Regeneration with a Firebolt. The Troll hits Sheila hard, but doesn't manage to down her. With a final all-out attack using Action Surge, Sheila finally fells the beast, ending the monster's terror against the local village.
Optional Rule - Glorious Greed
Players can be penalized for using Glory without the group’s permission. If a player asks to use Glory and the group refuses, the player can choose to use the Glory anyway. However, if they do so — or they don’t ask at all — they gain 1 point of Corruption for every point of Glory they use.