rules. This is the OOC thread for
GODLIKE is an RPG set during some of the darkest hours of an alternate 20th century, where a slim thread of hope has manifested itself in the form of superhuman "Talents." Well, to be fair, it's a really slim thread, because the Nazis got the first one. Talents are apparently people with the power to do the impossible, whether it's shoot lightning, fly, throw cars, or turn into a dragon. It's all out there. Wild Talents is the 'sequel' RPG with updates to the rules, and using a few simple modifications (all sanctioned by the game's creators) we can get a very, very GODLIKE feel with rules that work a bit better for doing anything you want.
This game takes place during the invasion of Sicily in 1943.
Rules Stuff:
All of these are to give Wild Talents a more "GODLIKE" feel:
-We'll be fiddling with the initiative rules some. Don't worry, you'll still get a benefit for having a high sense score. For the most part, enemies will always declare before you though. Unless they have you all completely outlclassed as far as sense goes.
-Characters will be made using 125 Points.
-Every player must use the pre-made "GODLIKE Talent" Archetype
-There'll be a few more explicitly stated effects from certain Hyperstats (mostly body, which will get a few of the abilities from GODLIKE like extreme lung capacity)
-Your loyalty is automatically TOG Commando Squad (your character might have others, but this one has taken prominence for now)
-Armor powers can never be hardened. Sorry, Superman.
-You don't divide base will between loyalty or passion.
-You cannot lose willpower for failing to fulfill your Loyalty/Passion.
-"Occupation" skills are available. Take one, if you'd like, to represent what your character did before the war. It just might come in handy.
-Skill Specialties are definitely available.
-We'll be using the GODLIKE rules surrounding getting wounds first aid. They're simple, if the wound doesn't get first aid in fifteen minutes, things get worse.
-Weapons will have a mix of advanced and regular damage rules. I'll let you know.
-I'm adding two skills: Radio Operation is exactly what it sounds like. Ranged Weapon [Mortar] is actually a Mind skill, not a coordination one.
-You'll get assigned basic equipment and have the ability to requisition more. Again, I'll let you know.
-We'll be using the Wound Shift special rule, you can spend a point of willpower to move a the hit location of an attack up or down by one.
-We'll be using a special rule wherein an amount of shock damage equal to your body score on each limb that you took during a combat disappears at the end of that combat.
-You're highly encouraged to take the willpower bid flaw on all of your powers. It's a part of the setting!
-I also encourage the If/Then flaw to simulate GODLIKE's Nervous Habit flaw.
-You get free dice in your own language as a skill equal to your brains statistic.
As a flavor thing, note the following (Thanks to Hahnsoo1 for this!):
All powers of a Godlike Talent are a psychic extension of their mind over matter. When a Godlike Talent dies, they revert to their physical human form, even if they have alternate forms (such as insubstantial forms or shapeshifting). Talents have no discernible features, marks, or anatomical differences that set them apart from normal humans. The miraculous powers of Talents do not seem to affect things that they cannot perceive, and also seem to deactivate when the Talent is asleep or unconscious (with certain exceptions... basically, any power with a Permanent duration).
Because Talent powers are an extension of their mind, they seem to be linked to morale, self-confidence, and willpower. Depression, insanity, or simply just "feeling good" when waking up in the morning all have profound effects on a Talent's powers. For some unknown reason, a Talent is able to detect another Talent simply by looking at them when they are using powers (triggers vary between individual Talents, from "viewing an aura" to a "gut feeling"). In addition, no matter what kind of powers a Talent possesses, they can interfere with the powers of other Talents in a contest of Wills.
In addition, Miracles are subject to certain limitations, as listed in Godlike, p 37:
* Definitive Precognition - The ability to see an up-to-the-minute accurate picture of the future does not, as far as is known, exist in the world of Godlike. Precognitives often only see unclear or static images (or have obscure dreams or ideas which they must then interpret) that change dependent on their reaction to the vision. The more the precog talks about the vision, the more the outcome of the event changes from the vision. Also, these visions are often just plain wrong.
* Mind Control - Absolute Mind Control does not exist in Godlike, although "Puppets", "Possession", and other similar powers exist.
* Talent Absorption or Imitation - Although some Talents can emulate a wide variety of powers (the Variable extra), there are no powers in Godlike which directly copy or absorb another Talent's powers. This doesn't mean that all Talent powers are unique. For example, many Talents have the ability to fly, even if that is a power which is emulated by an unusual movement ability rather than true Flight like Der Flieger.
* Talent Creation Powers - There has never been a Talent who can make a normal human into a Talent. In certain aboriginal cultures, Talent powers have been known to leap from one person to another.
* Talent Detection Powers - All Talents can detect other Talents when powers are being used, as long as they can SEE the Talent using the power. However, a long range detection ability (beyond line of sight) or abilities that can detect Talents who are not using their powers does not exist.
* Telepathy - True two-way Telepathy does not exist. One-way messages can be implanted into someone's mind, but the ability to read another person's mind directly cannot be done. Hypersense and certain hyperskills can give the illusion of mind reading, but these abilities simply read "tells", body language, or subtext of conversations.
* Time Travel - Time Travel does exist in the world of Godlike, but not in any useful capacity. Talents do disappear and seemingly interact with the past. The only problem is this: Whatever changes or contact with the past they make does not affect the future at all, and intelligence gained in the past is often wrong. People spoken to in the past by the Talent will not remember doing so when the Talent returns to the present. This leads analysts to believe that the power may do nothing more than generate a complex illusion of the "past." Nevertheless, it can't be denied that the Talents go somewhere when they "time travel".
* Transmutation - By the very nature of the Talent psychic powers, Transmutations do not work permanently (although they can be given the Permanent extra when indicating an "always on" transformation). They often stop working when out of line of sight to the Talent, and any Talent can identify a transmuted/transformed object and revert it to its original form without a die roll for the cost of a Willpower point. Even Permanent transmutations stop working when a Talent dies.
* True Super-Science - So-called "Goldberg Science" powers allow Talents to create anachronistic technology that are centuries ahead of their time. However, these "devices" are simply a Focus for the Talent's power. Once they leave the Talent's line of sight (or possibly touch), they fail to operate. When the Talent dies, the device ceases to function forever. Still, this allows some Talents to have World War II Segways and Hovercars.
* Unlimited Healing Powers - Powers that heal humans, animals, and plants do exist, but to use them on humans, they must be conscious and willing.
The Following Extras/Flaws explicitly exist in this game:
-Reflexive (+2): Your power will react to dangerous conditions automatically given a bare minimum of stimulus. Direct observation is not necessary on your part. It is enough to know you are in danger, the power does the rest. For example: Telekinesis automatically activates to deflect bullets because your subconscious mind hears the gun cock a second before it is fired. When under surprise attack (if you have this Extra and the Defends quality,) you get a free defensive roll at –1d against that incoming attack, as long as that attack is not with a Talent power.
-Unconscious (+1): Your power will work to protect you even if you are unconscious or asleep. You may not like what it does, but it will attempt to keep you alive in situations it deems dangerous. The exact outcome of such incidents is up to the GM to decide. Of course, you can use it normally when you want to.
-Safety (+2): Your power looks out for you. If it fails under less than perfect circumstances (such as say, your Flight Miracle failing at 2000 feet,) it will do the minimum necessary to get you to safety before cutting out.
-Can't Interfere (-2): You can't spend will points to interfere with the Interfere flaw or other Talent effects in a round during which you use this power. If you have a power with the duration of permanent or an always on power, then you must take this flaw on that power.
-Beacon (-3): When you use this power, Talents for hundreds of yards around get an automatic knowledge of your presence whether they can see you or not. If you have a power with the duration of permanent or an always on power, then you must take this flaw on that power.
-Mental State (-2): You must be in a certain mental state (angry, scared, happy, etc.) to use this power. The GM judges your mental state. If you are not in a particular mental state, your power doesn't work.
-Uneven (-1): Your power sometimes becomes weak for no discernible reason, at the GM's discretion. It doesn't fail, just loses matches out of its set to a minimum success.
Character Creation Stuff:
Read over the rules stuff above for restrictions. This is the info I want to know minimum about your character:
Name:
Age:
Height:
Weight:
Nationality: Remember you can be from any Allied nation, being a TOG commando.
Pre-War Occupation:
Outfit: Is automatically TOG 167. If you were
Date of Manifestation: When you got your powers! Had to be at least six months before July 9th, 1943. That's so you have been through your Commando Training. It's very, very likely that it was sometime during 1942.
Background: Tell me about your character. I especially want where you're from exactly, dependents, family, friends, and level of education.
-You get a free dice in the following skills to represent your TOG Commando training:
Athletics
Brawling
Endurance
Explosives
Language [TOG Hand Signals]
Melee Weapon [Knife]
Navigation
Radio Operation
Ranged Weapon [Grenade]
Ranged Weapon [Machine Gun]
Ranged Weapon [Mortar]
Ranged Weapon [Pistol]
Ranged Weapon [Rifle]
Stealth
Survival
Tactics
-This is your equipment. If you want anything more, requisition it when you submit a character. Make sure that you consider the realities of being dropped behind enemy lines when you requisition equipment. Talents are right below officers on the supply chain, so you do have a good chance of getting what you ask for.
-1 Steel Helmet, M1 (LAR 2 to the head)
-An olive drab "beanie" hat
-1 Field Jacket, Hip Length, M1941
-10 Pocket Web-Belt (Holds 10 Clips of Ammo)
-Canteen
-First Aid Pouch
-Haversack, M1928
-Bayonet, M1918
-Boots
-Uniform
-Spare Uniform
-Rifle Ammunition Bandolier (Holds up to 12 Clips)
-Blanket
-Raincoat
-9 days Field Rations
-Fairbairn-Sykes Commando Knife (Counts as Large Knife, deals Width in Killing)
-Compass
-Map Case
-Rifle, Garand, M1 (W+2 in Shocking and Killing, Ammo Capacity 8, Ranges 400/3000)
-12 Clips Ammunition, Rifle, Garand, M1
-2 Grenades, MKII (Your classic Pineapple, Deal W+1 in Shock and Killing, with a penetration of 2 and 3 area dice)
We'll bother with weights and such if anybody manages to skimp that much on their body score.
This game is open to anyone, including complete newbies to the system. If you can't get your hands on a PDF or Physical copy of the relevant rulebooks (remember, it's not expensive!), we'll see about getting you a character made anyway and a short rules indoctrination. There is one stipulation on involvement:
If you take more than 24 hours to respond when it's your time to respond without giving some reason, I'll take your turn for you. Which probably means you'll need access to a computer at something like twice a day. If you can only post less and don't care about me taking your turn for you? Join up! I'm perfectly okay if you put a contingency action in the OOC thread and I do it for you. If you don't post for a long time, though, I'll probably give your character over to another player to run or kill it. Don't say I didn't warn you.
Relevant Links:
GODLIKE WebsiteWild Talents WebsiteIntroduction to the world of GODLIKE (PDF)
Posts
I've never used the 2nd edition rules, and there is stuff in there I'm not intimately familiar with. When you say the characters are "pre-made," do you mean you'll be pre-generating them, and handing us a sheet? Or do you mean something different?
EDIT: It's on this page.
You definitely get to make your own character completely, subject to the restrictions above. The GODLIKE Talent archetype establishes the Talent sight abilities, the no powers when drained of will, and the willpower contest that make the GODLIKE setting what it is. I prefer the 2E Wild Talents rules because they make passive powers a lot easier to deal with and allow for fantastically huge flexibility.
If you are short players, hit me up for some of that instructional talkin', and we can work something out
It's World War II.
I can burn shit with my mind.
I can kill Nazis.
Why haven't I hear of this game before?
I'm down like Manfred von Richthofen.
My character is probably going to be a versatile Telekinetic of some sort. I'll try to make it more Godlike and less "Wild Talents" (the Godlike powers are far more quirky and interesting), but basically I'd like to be able to set up shields and attack/move with planes of telekinetic force. He'd be like Schildkrote but instead of force bubbles he manipulates flat sheets.
Also, are we allowed to take Loyalties and Passions other than TOG? Because the vast majority of American Talents probably will have Loyalties in "My Family Back Home" and "America, Fuck Yeah!" or something similar. From my understanding, you just divvy up your Base Will in points among the Loyalties and Passions as you see fit.
EDIT: Well, I see in the Rules spoiler that you've limited Base Will and Loyalties and Passions. I think that's a mistake, personally. Not everyone is an orphan who has no love for America who also is a career military person.
EDIT 2: Also, are there further restrictions on power based on the Godlike setting? Wild Talents doesn't specifically prohibit, say, Precognition or Resurrection. However, Godlike Talents have power restrictions during the World War II era. I've listed them below in spoiler (from my current group's wiki):
Because Talent powers are an extension of their mind, they seem to be linked to morale, self-confidence, and willpower. Depression, insanity, or simply just "feeling good" when waking up in the morning all have profound effects on a Talent's powers. For some unknown reason, a Talent is able to detect another Talent simply by looking at them when they are using powers (triggers vary between individual Talents, from "viewing an aura" to a "gut feeling"). In addition, no matter what kind of powers a Talent possesses, they can interfere with the powers of other Talents in a contest of Wills.
In addition, Miracles are subject to certain limitations, as listed in Godlike, p 37:
* Definitive Precognition - The ability to see an up-to-the-minute accurate picture of the future does not, as far as is known, exist in the world of Godlike. Precognitives often only see unclear or static images (or have obscure dreams or ideas which they must then interpret) that change dependent on their reaction to the vision. The more the precog talks about the vision, the more the outcome of the event changes from the vision. Also, these visions are often just plain wrong.
* Mind Control - Absolute Mind Control does not exist in Godlike, although "Puppets", "Possession", and other similar powers exist.
* Talent Absorption or Imitation - Although some Talents can emulate a wide variety of powers (the Variable extra), there are no powers in Godlike which directly copy or absorb another Talent's powers. This doesn't mean that all Talent powers are unique. For example, many Talents have the ability to fly, even if that is a power which is emulated by an unusual movement ability rather than true Flight like Der Flieger.
* Talent Creation Powers - There has never been a Talent who can make a normal human into a Talent. In certain aboriginal cultures, Talent powers have been known to leap from one person to another.
* Talent Detection Powers - All Talents can detect other Talents when powers are being used, as long as they can SEE the Talent using the power. However, a long range detection ability (beyond line of sight) or abilities that can detect Talents who are not using their powers does not exist.
* Telepathy - True two-way Telepathy does not exist. One-way messages can be implanted into someone's mind, but the ability to read another person's mind directly cannot be done. Hypersense and certain hyperskills can give the illusion of mind reading, but these abilities simply read "tells", body language, or subtext of conversations.
* Time Travel - Time Travel does exist in the world of Godlike, but not in any useful capacity. Talents do disappear and seemingly interact with the past. The only problem is this: Whatever changes or contact with the past they make does not affect the future at all, and intelligence gained in the past is often wrong. People spoken to in the past by the Talent will not remember doing so when the Talent returns to the present. This leads analysts to believe that the power may do nothing more than generate a complex illusion of the "past." Nevertheless, it can't be denied that the Talents go somewhere when they "time travel".
* Transmutation - By the very nature of the Talent psychic powers, Transmutations do not work permanently (although they can be given the Permanent extra when indicating an "always on" transformation). They often stop working when out of line of sight to the Talent, and any Talent can identify a transmuted/transformed object and revert it to its original form without a die roll for the cost of a Willpower point. Even Permanent transmutations stop working when a Talent dies.
* True Super-Science - So-called "Goldberg Science" powers allow Talents to create anachronistic technology that are centuries ahead of their time. However, these "devices" are simply a Focus for the Talent's power. Once they leave the Talent's line of sight (or possibly touch), they fail to operate. When the Talent dies, the device ceases to function forever. Still, this allows some Talents to have World War II Segways and Hovercars.
* Unlimited Healing Powers - Powers that heal humans, animals, and plants do exist, but to use them on humans, they must be conscious and willing.
Stats:
5 points per die
Hyper Stats:
4 points per die
8 points per Hard Die
16 points per Wiggle Die
Skills:
2 points per die
5 points per die for Occupations
Hyper Skills:
1 point per die
2 points per Hard Die
4 points per Wiggle Die
Base Will is equal to Command+Charm
3 points per Base Will point above that
Willpower is 1 point per Willpower point above Base Will (you probably won't need to purchase this, but it's there)
Miracles are purchased in a piecemeal fashion, rather than a menu fashion, although you can go with the "Miracle Cafeteria" as presented in Wild Talents for powers. All of the Wild Talents powers don't have "Willpower Bid", and most Godlike Powers have Willpower Bid, so you can fine tune and tweak a lot of them to cost a bit less, if you so desire.
@Thanatos: Well, the others pretty much covered it. Wild Talents builds unpowered special forces commando types with 100 points - you've only got 25 more than that. Sure, a character could skimp on stats and skills for some extra powers. But that character might find that he or she is pretty worthless out there on the field.
I've made this decision to be closer to GODLIKE's system of gaining will, through objectives and fulfilled missions, rather than Wild Talents' system. How often is your loyalty to the family back home going to come up in Sicily, in all honesty? I kept Passion in out of homage to Wild Talents more than anything else, and to give characters a bit of an extra personality mechanically speaking.
I decided to do away with the 'investing base will' in loyalties and passions because I don't like how that plays out. "Oops, I've indulged my avarice enough today, I don't get any more bonuses for being greedy!" just feels more than a bit shallow to me. I'll frankly just limit willpower gain in any given period
Of course, if everyone thinks I'm wrong on either of these points, I'll absolutely go the other way.
Thanks alot for posting these. I was about to type them all into the OP myself! I'm trying to stick fairly close to the flavor of the GODLIKE setting, just with a lot more freedom as far as power generation goes.
EDIT: Five players, superb! Feel free to post your characters in the thread or PM them to me. In the thread might be better, because then more than one set of eyes looks over it. I'm updating the OP now with a bit of information about what I want as far as character background and such.
So basically, no Passions or Loyalties? Personally, I like that part of Wild Talents over Godlike. It gives an incentive for people to play a character in-character and gives the GM a chance to attack the PCs from methods other than a rocket or machine gun. In a Godlike game, though, it really doesn't matter I guess, since you won't find Super Villains holding your girlfriend hostage over the tallest building in Metropolis unless you give into his demands, yadda yadda. I'm cool with that.
How often are we rolling Stability checks? Command + Stability is a staple roll in our games (rolled about as often as Sense + Perception).
Still working on my character concept. I think I'm moving more toward someone who can manipulate matter with telekinesis rather than purple sheets of force, but I'm still thinking about it. How are we allowed to gain Willpower and spend Willpower in this game? In Godlike, Willpower was essentially experience points but was useful only for Miracles, but in Wild Talents, it's more akin to Karma or Mana Points. I plan on having a Willpower battery on my character of some sort, so this might be important to know.
We are using Wild Talents Second Edition to run GODLIKE, but recruiting is certainly still open. Feel free to post a character. Especially for you Pollo. I do still remember your godlike game fondly.
Passions are still in, and will operate just like they do in Wild Talents basic, with the exception that there isn't a hard and fast limit on gaining willpower from them. Don't worry, I trust myself to give out a fair amount of willpower. :P
Command + Stability will come up about as often as Cool + Mental Stability came up in GODLIKE. That is, a whole, whole lot. It'll definitely be rolled about as often as Sense + Perception.
Your will gain Willpower through military success - fulfilling objectives, surmounting obstacles, defeating troublesome enemy positions will all net you willpower. You'll gain Willpower as normal for defeating enemy Talents and saving lives (there's lots of opportunity for that in war), and all the other ways that you can gain Willpower according to wild talents itself. Similarly, you lose willpower for all the reasons outlined in Wild Talents base. You'll probably end up with a greater level of willpower gain than in a standard campaign, since your "loyalty" will come up in nearly every single thing you do.
Question:
Is anyone averse to the idea that sometimes, in the name of moving the game along at a reasonable pace, I might roll things like Command + Stability or Sense + Perception privately and send you the results in PMs?
Edit: Added some old Godlike Extras/Flaws to the OP.
Weird. Have you tried to sign up separately and then try to buy it?
I'll work on getting you a PM with information soon.
It's kinda weird, I've never had problems with a site before.
Meanwhile, you can check out the Character Creation Reference Sheet and In-Play Cheat Sheet for a bit of an idea of what's going on (Both of those are saveable PDFs that will come in handy when actually playing the game, too!). The rolling mechanic no matter what is roll d10s and pick a set of matching dice. Remember you'll have 125 points to spend. Additionally the Wild Talents Download Page has a few sample characters, to give you an idea of what is really possible with the system. If you don't have ideas, the GODLIKE website (in the OP) has a lot of characters that are really setting appropriate posted on it.
EDIT: Actually, the system for NEMESIS (PDF here) which is a free game using nearly the same rules, will give you an idea of how rolling and combat work. It truly is nearly identical. Ignore the parts about madness meters and such though. If you read chapter one and the Combat chapter, you'll basically understand how ORE works and that translates nearly identically to Wild Talents.
No, I guess I'll try Explorer...
EDIT: And here it is:
Age: 25
Height: 5'5"
Weight: 142
Nationality: Irish (from Ulster)
Pre-War Occupation: Truck driver
Outfit: TOG 167
Date of Manifestation: 04/05/1942 [Easter]
Background: Jem O'Hara is the child of an Irishman and an immigrant Italian seamstress, both of which are still alive back home in Ulster. His father was far from happy when Jem got called up to serve the Crown in the army, but understood that his son had little choice in the matter. His mother gave him the rosary she wore on the ship she rode to the Emerald Isle with a strict admonition to wear it at all times. Despite his borderline agnosticism, he complied with his mother's wishes. Jem's occupation as a lorry driver landed him a spot driving the African campaign supply lines, which was safe enough, until Jem volunteered for a high-risk supply run to a forward command post that the Nazis had under siege. His truck full of food and ammunition was captured by the Germans. During his interrogation, he responded in the only German he knew (which was a rather derogatory phrase involving mothers and pack-mules). The officer drew his pistol and shot at Jem, who's outline suddenly blurred and faded. Jem looked down and saw his mother's rosary glowing softly. He looked up at the Nazi officer, smiled, and floored him with a punch before walking back to his truck and finishing his delivery. It wasn't until later that he realized that it was Easter Day.
Family, Friends, and Education: Family: Jem has a large extended family, of note are his parents Michael and Alina O'Hara. Most of his friends are in his trucking company, or attended the same boxing gym he spent his afternoons in town at. He was courting a girl named Maureen McConnell, but she didn't want to deal with a long range relationship, especially with someone who was serving in the British Army. He finished primary and secondary schooling, but never went on to higher education.
STATS : (65 pts spent)
2 Body
3 Coordination
2 Sense
2 Mind
2 Charm
2 Command
BASE WILLPOWER: 4 + 2 = 6 (6 pts)
SKILLS: 28 (2 + 6 + 6 + 4 + 2 + 2 + 2 + 4
1 Athletics
2 Brawling
3 Dodge
3 Driving [Trucks]
1 Endurance
1 Explosives
1 Language [TOG Hand Signals]
2 Language [English]
1 Language [Italian]
1 Melee Weapon [Knife]
2 Navigation
1 Radio Operation
1 Ranged Weapon [Grenade]
1 Ranged Weapon [Machine Gun]
1 Ranged Weapon [Mortar]
2 Ranged Weapon [Pistol]
3 Ranged Weapon [Rifle]
2 Stability
1 Stealth
1 Survival
1 Tactics
26 pts remaining
HARM: (2)
Qualities: Attack
Attacks Capacities: Range
Effect: I hurt things. Make an attack roll to inflict width in shock and killing damage. With the range capacity, I can attack at a distance.
non-physical +2
Go First +2
Daze +1
Full Power Only -1
If/Then (-1) [Must be able to shadow-box]
Willpower Bid (-1)
2+2+2+1-1-1-1 = 4/8/16 (4 dice @16 points)
Insubstantiality: (6)
Attacks (Nonphysical/Touch Only +2/-0 (No bonus due to self-only)
Defends (Capacities: Self)
Useful (Touch Only)
Reflexive (+2)
Can't Interfere (-2)
If/Then: Must be visably wearing a rosary (-1)
Self Only (-3)
Uneven (-1)
6+2+2-2-1-3-1 = 3/5/12 (2 hard dice @10 points)
Power Descriptions:
Harm: Jem starts shadow boxing, and an outline similar to his insubstantial form appears in front of his target mirroring his moves. His foes feel the blows through any armour they might be wearing (due to the non-physical trait).
Insubstantial: Jem's form blurs and takes on a bluish hue, with the rosary faintly glowing white.
So, no. :P
Well, he can also go insubstantial and not destroy the room when he hits people, if that counts for anything.
When calculating costs for powers, you apply the modifiers to the base cost and then multiply it by 2 to determine Hard Die costs and multiply it by 4 to determine Wiggle Die costs. It is suggested that Hard Dice are used sparingly and only for powers that must always work to full effect (like armor) when activated. Also, when you apply Extras and Flaws, you need to apply them to the each individual Power Quality, so one for Attacks, one for Defends, and one for Useful in your case. Useful must have Duration or something similar as an Extra in order for you to move through objects (since without Duration, Endless, or Permanent, you only go insubstantial for a certain distance based on the Speed capacity or Range capacity).
Here's how I would write up the Insubstantiality power:
Insubstantiality
Has a Defends (essentially a Dodge) and Useful+1 (not sure why the book has this at a Useful+1, but we'll go for it) Quality. Not used in attacks at all (that's what your Harm power is for).
Defends capacities: Self (default)
Defends Extras: Reflexive +2
Defends Flaws: Willpower Bid -1, Focus: Rosary -1
Defends cost: Base Cost 2 + Extras 2 - Flaws 2 = 2 points per die
Useful+1 capacities: Touch (from Flaw)
Useful+1 Extras: Duration +2 (lasts for a short duration when activated)
Useful+1 Flaws: Willpower Bid -1, Focus: Rosary -1, Touch-Only -2 (if you picked "Self-Only", only YOU become insubstantial, without any of your gear!)
Useful cost: Base Cost 3 (Useful is 2, and the +1 is another 1 point) + Extras 2 - Flaws 4 = 1 point per die
Total cost for Insubstantiality: 3 points per die, for 3/6/12
Whoops. Thanks for catching that. I know the formula, I just didn't catch the typo for some reason.
How feasible do you think throwing the Willpower Investment flaw into the mix would be? I could put it onto my Harm to take it from a 4/8/16 to a 3/6/12, so that I wouldn't have to un-buy those extra points of base will to pay for all of that.
You know, that's a very good question.
Character:
Body 2
Coordination 3
Sense 2
Mind 2
Charm 1
Command 3 (+5 Hypercommand)
Base Will: 9
Will: 9
Skills:
Body:
Athletics 1 (TOG)
Brawling 1 (TOG)
Endurance 1 (TOG)
Knife 1 (TOG)
Coordination:
Grenade 1 (TOG)
Machine Gun 3 (TOG)
Pistol 1 (TOG)
Rifle 1 (TOG)
Stealth 1 (TOG)
Sense:
Perception 2
Mind:
Navigation 1 (TOG)
Radio Operation 1 (TOG)
Explosives 1 (TOG)
Survival 1 (TOG)
Tactics 1 (TOG)
TOG Hand Signals 1 (TOG)
English 2 (Free)
Charm:
Command:
Interrogation 1
Powers:
Tear Reality (5 dice)
Harm power - Creates a miniature black hole for a very brief instant.
Points:
Coordination 3 - 15
Sense 2 - 10
Mind 2 - 10
Charm 1 - 5
Command 3 - 15
Hypercommand +5 - 20
5 dice in Tear Reality - 30
Capacity: Range
Attacks + 4
Area - +3
Penetration - +3
Booster - +1
Willpower bid - -1
Slow - -2
If/Then - -1
Horrifying - -1
Full Power Only - -1
Depleted - -1
6/die
12/HD
24/WD
Perception 2 - 4
Machine Gun +2 - 4
Interrogation 1 - 2
Also, Thanatos, that is one SCARY Harm power. Jesus.
@Griss: It would be cheesy to "invest a point of willpower" into an attack and immediately get that Willpower back when the effect (hitting something) ends. You would have to have the willpower to spend on the dice, of course, but this is frightfully easy to manage. It also probably shouldn't be stacked on top of Willpower Bid, either. I don't know... it's not my campaign (as a GM), but if I were a GM, I'd only allow one Willpower-related flaw on any single Power Quality. After all, a Flaw only gives you points if it is actually a penalty, and Willpower Bid + Willpower Investment would be double dipping.
@Thanatos: Holy crap, man. I think I'm going to go cry in a corner and hope that my character never has to see the aftermath of that. Enemies suffering from spaghettification would cause hellacious stability rolls.
Loyalty: TOG
Passion: Protecting others (will go out of his way to shield others from harm)
Stats:
Body 2d (12 points)
- Booster +2, If/Then (Booster only applies for Lifting and Throwing) -1
- This is due to the fact that he can Telekinetically augment his throwing and lifting abilities. It effectively multiplies his throwing and lifting by x100.
Coordination 2d (10 points)
Sense 3d (15 points)
Mind 2d (10 points)
Charm 2d (10 points)
Command 2d (10 points)
69 points for stats, total
Skills (not including free TOG skills):
Occupation: Architect 2d (10 points) (he was a decent Architect before the war)
Stability 2d (4 points)
Perception 1d (2 points)
16 points for skills, total
Here's what I'm proposing for my Telekinetic's power, in terms of Miracle writeup. Is this kosher?
Dice: 6d + 1wd (40 points)
Telekinesis
A A D U
Cost per die: 4/8/16
Attacks (Telekinetic Storm) capacities: Range (64 yards, due to Reduced Capacity)
Attacks (Telekinetic Storm) Extras: Duration +2, Engulf +2
Attacks (Telekinetic Storm) Flaws: Willpower Bid -1, If/Then (must use inanimate objects) -1, Obvious -1 (multiple flying objects in a swirling storm of death... yeah, kinda obvious), Go Last -1, Reduced Capacity (Range) -1
Attacks Cost: Base Cost 2 + Extras 4 - Flaws 5 = 1/2/4 points per die
This Attacks quality involves a swirling storm of debris, made of inanimate objects in the area. The usual Mass Capacity doesn't apply here, since he's hitting targets with objects rather than lifting or moving the target. Once it's activated, it continues to deal one attack against the same target with the same roll every round (per Duration Extra) in every single hit location (per Engulf extra), without his concentration involved. Go Last means that it takes effect at the end of the turn (it takes a while to build up), while Reduced Capacity (Range) reduces the effective range of the attack.
Attacks (Dismantle) capacities: Range (64 yards, due to Reduced Capacity)
Attacks (Dismantle) Extras: Non-Physical (+2)
Attacks (Dismantle) Flaws: Willpower Bid -1, If/Then (Can only target inanimate objects) -1, Reduced Capacity (Range) -1
Attacks Cost: Base Cost 2 + Extras 2 - Flaws 3 = 1/2/4 points per die
This attack attempts to damage an inanimate object by removing a hit location from the object. For example, it can remove turrets from armored vehicles, remove doors from buildings, etc. The targeted location takes Killing and Shock damage equal to the width, and no armor applies. If the location is filled with Killing and Shock damage, then that hit location is torn off and removed entirely from the inanimate object. Dismantle has one severe limitation, however (per Non-Physical Extra)... if a living thing (usually a person) is holding onto the object, it cannot be removed (thus, does not take damage). For example, if a tank turret is being physically held by a tank operator, Dismantle cannot remove it. If a person is physically barring a door, it cannot be removed.
Defends capacities: Range (note: NOT Self Only, up to 640 yards)
Defends Extras: Power Capacity (Range) +2, Duration +2
Defends Flaws: Willpower Bid -1, If/Then (must have available inanimate objects) -1, Obvious (Flying objects and debris that create a floating wall or something similar) -1, Slow -2
Defends Cost: Base Cost 2 + Extras 4 - Flaws 5 = 1/2/4 points per die
His defends quality usually involves moving some object or objects to intercept and block an attack. It's not reflexive (he has to be fast enough to do it successfully), but he essentially can create cover where there wasn't cover before. He typically carries a large Tower shield or similar object (car door, tire rim, etc.) on his back, which floats and blocks attacks against his person. With the Slow Flaw, he can only activate it every other round. The Duration Extra allows telekinetic shields to protect a single target for a while without his concentration involved. In combat, he will probably spend his first action activating this Defends power as a shield, then activate it again in 2 rounds on a teammate.
Useful (Telekinesis) capacities: Range (64 yards, due to Reduced Capacity), Mass (16 tons, due to High Capacity and Booster)
Useful (Telekinesis) Extras: Power Capacity (Mass) +2, High Capacity (Mass) +1, Booster (Mass) +1, Duration +2
Useful (Telekinesis) Flaws: Willpower Bid -1, If/Then (inanimate objects only) -1, Slow -2, Delayed -2, Reduced Capacity (Range) -1
Useful Cost: Base Cost 2 + Extras 6 - Flaws 7 = 1/2/4 points per die
He can move inanimate objects with his mind. 'Nuff said. However, it takes a significant amount of time for this power to work. He can activate it once every other round, and the objects being moved take a few rounds to get to their "final position" (taking at least until the end of the next combat round). Fortunately, he doesn't need to concentrate to maintain this power. While limited in range, this power can manipulate a prodigious amount of mass.
And yeah, it's a scary power. Not exactly a lot of diversity to it, though. It will be very good at what it needs to be good at. I mean, to me, Godlike seems like a game where specialization is much more important than diversification, given the usual size of the groups; each person should be really good at one or two things, rather than pretty good at a lot of things. That's typically how the military works in general, anyhow. And my character is really good at being artillery without needing artillery, and putting the fear of God into the enemy. And yes, I thought "horrifying" was a particularly apropos flaw for my power.
Basically, re-do your insubstantial based on what you actually want to get out of it.
@Thanatos: Character looks good. With a command score like that (contrasted with the character's charm score), I expect that you'll end up our commissioned officer? I suppose we'll have to see your background first, but with 'career military' in there I figure I might as well congratulate you, First Lieutenant. I'm glad to see that you've made horrifying a real flaw by having a low Charm, as well. I'll tell you right now that occasionally the use of the power may call for Command + Stability rolls in onlookers not used to the power's particular effects on human flesh.
@Hahnsoo1: Costs & Such look good. Two Things: For the purposes of 'Dismantle', does a plant count as a living thing? Just curious. Also remember that an object is going to have (about) five wound boxes. So it is likely that actually 'dismantling' an object will take more than one round for you. I'll also probably rule that telekinetic storm attacks repeat on single targets for a number of rounds equal to width of the roll (for your duration extra) - do you disagree with that? It still means that all but the more heavily armored targets will get put out of commission near-automatically by the power.
EDIT:
Questions for you all:
1) I may fill out the rest of the squad myself or have a couple of you play two characters - opinions?
2) What do you say to me doing certain rolls (like Sense + Perception and Command + Stability) myself in narration posts in order to keep the action moving?
As long as the rolls are in the thread rather than as PMs, I'm fine. PM'ed rolls tend to slow down the play without adding a benefit to the gameplay, I feel. We're all adults here, and as a military unit, we should be sharing information as much as possible anyway through curse-laden shouting and pointing.
For the purposes of Dismantle, only living things that can actively move would count; mostly, it would be something with a mind or a will to oppose him. I did plan on the ability taking more than one turn to totally dismantle a part, but I also plan on using Called Shot with it (remove a die, then set a die from the pool the number you want), which essentially gives me two wiggle dice plus my pool, which gives me a good chance of a 3 width. Car doors are 4 wound box locations (at least, according to Wild Talents 2nd Edition), and that's the level of damage I was looking at. He could rip a tank apart, but it would take a few turns, and that's how I see the power working anyway.
The Duration power should last for more than two rounds, on average (otherwise, it's rather expensive, and the Go Last makes it quite ineffective). The repeat attacks and the engulf are powerful, however, so I'm cool with Width rounds, for now.
@Hahnsoo1: If you're not comfortable with the duration being limited in that way, how about we have it be based on the amount of loose objects in the area (since you have that If/Then)? In a pristine town or a forest you'd see it last for probably Width+2 rounds, whereas in an open field it would last Width+1 (or Width, in really, really desolate areas. Like a mud flat - where there's nothing particularly dangerous to throw around) However in, say, the site of a previous battle or a ruined town, or a garbage dump, it would last for as many as width+5 rounds?
And yeah, I figured on being commanding officer, but if someone wants to push their Command above mine, they're welcome to it; nothing wrong with having multiple officers in a commando squad.
I'd be up for rolling another character. And I have no problem with GM-made rolls to speed things along in PbP games.
1) I can go either way. I've been bouncing around an idea for a telekinetic that I could cook up pretty quickly.
2) I'm perfectly fine with that.