Monday, 14 March 2022

[GODLIKE] - Thirty-Three Starter Talent Packages

Godlike is a game of "gritty" superpowers in World War 2.

The following superpowers - called Talents in game - are designed to be bolted on to starting characters built on 25-points (the "baseline" default).

You can randomly roll a power from the list using a D33.


1) HEAVY LIFTER (20 points)

Add 5 dice and 1 Wiggle Dice (+5d+1wd) to your PC's base BODY stat. That is, if your PC has Body 2, you now roll 7d and can set your wiggle-dice to create a match or expand a successful roll's width.

How much you can lift, throw etc. depends on your base stat (ask your GM), but from these 6d alone you can:

  • lift up to 1 ton with a successful roll, 
  • add +1 wound boxes to your torso and all limbs, 
  • inflict an extra +2 width in shock damage from melee attacks

If your willpower ever hits 0, these extra dice vanish until you regain at least 1 willpower.

Add 5 Will to your Base Will.


2) CAPTAIN RAY-GUN (21 points)

You have a Buck Rogers style ray-blaster rifle or pistol. You had the idea to make it yourself - whether that was at home or on the battlefield - and then found, to your surprise, that it worked! Sadly, no one else can replicate or use it.

If used to attack, the Ray-Gun either deals 5d in Harm (3/6/12) on a target, inflicting width in killing and shock, or 6d in Stun (1/2/4), inflicting just width in shock.

Its flaw (-2/4/8) is that it is junk; it's a prop for your Talent power and cannot be used by anyone beside you. If damaged or destroyed the "gun" must be rebuilt. This requires scrounging for battlefield scrap, then rolling 5d. It takes 5-width of that roll in hours to build a new ray-gun.

The ray-gun is pretty obvious: it looks space-age and fires glowing "atom bolts" at targets. Pew-pew!

Add 4 Will to your Base Will.



3) THE HEALER (19 points)

You have 7d in Heal and 4D in Regeneration. 

By laying hands on a conscious and willing human, you can heal width-1 in killing damage and twice that in shock to any single location on their body. You may heal yourself.

It has the flaw Always Goes Last (-2/4/8), which means that no matter how good your width is, it only heals at the end of the combat round. If you are injured while using it you must drop a dice from any successful matches you rolled. 

This power also works on plants and animals, but these do not need to be conscious or willing to be healed.

The Regeneration power allows you to heal yourself in a more powerful manner. By concentrating for one round, making a successful roll on 4D and spending a Will point, scrub killing damage the width of your roll from any injured limb. Alternately, with a successful roll and a Will point spent, you can erase all shock damage from your entire body.

Illnesses - up to and including cancers - and drugged or impaired states caused by poisons (yes, that includes being drunk) can also be healed with a roll and 1 Will spend.

On a successful roll you can even restore a permanently crippled limb or organ to its former state at the cost of 5 Will points per limb. This won't regrow or reattach severed limbs, however.

Add 6 Will to your Base Will.


4) THE PICKPOCKET (18 points)

You have 6d in Fetch, and are able to teleport anything you can see and weighs up to 800lbs (about the weight of a big motorcycle or a V10 engine), right into your hands. If it would be too heavy to carry, it jumps into your palms and then drops to the ground - hopefully not on your feet.

You can only fetch complete objects, so you could snatch a pistol or SMG from the hand of a soldier on the other side of a room, steal documents you spot through a locked window, or even - if somewhere high up - teleport a large rock you can see into your hands and then drop it on someone's head.

The power has the flaw Nervous Habit (-1/2/4), meaning that to grab something you must motion with both hands as if snatching it. It is therefore obvious what you are doing, and the Talent cannot be used if the PC is locked in a strait-jacket or has their arms otherwise pinioned.

Add 7 Will to your Base Will.


5) INVISIBLE TENTACLES (20 points)

You have 5d in Telekinesis, and can move objects within your sight using just your mind. You must make a successful roll each time you do this, but do not need to stand still or concentrate very hard while doing so unless attempting fine manipulation. In game terms you can engage in covering fire, lob a primed grenade or drive a vehicle in a straight line while using telekinesis, but the amount of concentration required ensures you couldn't use your power while playing chess, engage in a high-speed car-chase, or write a book. The GM is the final arbiter on this.

To punch or choke someone, it's a dynamic roll between your Telekinesis and their Body (normal folk can't dodge this attack as your "hands" are invisible). If you want to pick up something and then club or shoot an enemy with it, or lob it at a target, that is Telekinesis versus their Body+Brawl or Coordination+Dodge. Regular people can evade this type of attack, because they can see the thing you're waving about.

The power is Weak (-1/2/4). It can never lift more than 100 lbs. You're not going to lift the vast majority of people and certainly couldn't lift a car, but you can still strangle a bad guy or throw furniture at them.

Unlike regular people, Talents can see your Telekinesis - as dozens of glowing, snakey "hands" extending on long, sinewy tentacles from your body. It's rather unsettling.

Add 5 points to Base Will.


6) HI-HO-SILVER, AWAY! (20 points)

With 5d in Sidekick you have a psychic horse (or unicorn, or elephant, or ape, or giant spider, or whatever) that follows your commands and lets you ride it. It is visible to everyone (-1/2/4), which can be shocking if it's a giant insect or something equally preposterous.

Name your sidekick. It has BODY 3, COORDINATION 2, and its COOL etc. are the same as your PC's. It does not need to eat food and its intelligence is comparable to that of a dog. It cannot vocally communicate with you, but may provide simple warnings etc. via its physical movement.

Aside from being used as a mount, your sidekick can attack using its BODY stat, climb using COORDINATION, etc.

Attacks against the sidekick are a contest between the attack and the Sidekick's 5d. If the attack succeeds, the sidekick disappears with a "POP!" and cannot be reformed for a minimum of 1 hour. The PC also loses 1 Will.

Add 5 points to Base Will.


7) MR. BULLETPROOF (18 points)

You are preternaturally tough, with Heavy Armor 2 and Extra Tough 1. This makes you able to withstand more damage than a normal human, shrugging off most pistol and carbine rounds. 

Thanks to the Extra Tough, add 1 extra wound boxes to all of your PC's hit locations.

Your Heavy Armor reduces all successful physical attacks made against you by 2 width. If an attack is reduced to 1 width or less, the attack simply does not injure you at all.

However, weapons with Penetration 2 that strike you turn off your armor for that round. If you get hit by a weapon with a Penetration greater than 2, the attack turns off your power for a number of rounds equal to the difference between the penetration rating and your heavy armor armor.

E.g. if you are hit by a Panzerfaust with Penetration 7, reduce its damage roll by 2. Your power shuts also off for any other attacks that round and 5 rounds following.

Add 7 points to Base Will.


8) PANIC ATTACK (15 points)

You have 5d in ensuring targets undergo a panic attack. Any human victim within your line of sight must make a Cool+Mental Stability test to evade a crushing existential terror. If they fail, they either lose half their Will and hide or flee, or forego all their Will to stand their ground. If they have no Will, they may end up suffering from a mental disorder. See the rulebook for details.

Though this power doesn't physically hurt a target (-1/2/4), its use on a Talent who can't see you can rapidly eat through their Will.

Add 10 to your Base Will.


9) THE HUMAN QUARK (20 points)

You have 2 Hard Dice in Insubstantiability, allowing you to slip through physical objects as if they aren't there. Things you are holding or wearing also become insubstantial, so long as they remain in contact with you.

If you make your entire body insubstantial, you will sink into the ground and potentially die by suffocation (DO NOT DO THIS!). However, you can make specific parts of your body insubstantial while keeping the rest of you solid (+2/4/8). 

This means you might just make the top half of your body insubstantial - or an arm - or a leg (this is what gives you the Defends qualiy in combat). 

To entirely pass through a door or wall, you must leap at it, turn your power on just before you hit it, then turn it off before you land.

Your power cannot be used to attack people, except in certain limited circumstance. If you tried to put your insubstantial arm through a person and then turn solid again, in hope of killing them, it just doesn't work. However, if you're outside a building and want to place a grenade inside it, you might pull the pin, push your insubstantial hand and arm through a wall, then drop the grenade on the other side.

Add 5 points to Base Will.


10) CLOVER KING (20 points)

You have 5d in Aces, making you inhumanly lucky. Any time you make a skill or stat roll, once you've looked at the result, you can choose to add one or more of your Aces dice to the roll. Roll the Aces dice and add them to the skill or stat roll to create extra successes.

Each Aces dice you add, however, costs 1 Will.

E.g. You have 3D in Rifle. You roll 1,5,10. You need to make this shot, so you roll your 5 Aces dice. It comes up 3,5,5,7,10. You decide to pay 2 Will to take the two Aces dice that rolled 5 and make a success attack of 3x5.

This power is very obvious (-1/2/4); your bullets ricochet off walls to hit targets, while a grenade you throw bounces off a Nazi's helmet and then swishes into a nearby Tiger tank's open hatch. Anyone seeing you use this power very easily works out you're a Talent.

Add 5 points to Base Will.


11) UNKNOWN SOLDIER (18 points)

You have 2d in Hypercoordination (add +2 dice to your base COORDINATION stat) and 2d in the Skill: Stealth. Add them to your character sheet.

Your main power is you have 3 hard dice in the Talent: Dead Ringer, allowing you to physically transform yourself into anyone you:

  • can physically touch, 
  • have studied intensly from a distance or via a photograph for a period of time (the longer the time studied, the easier and more complete your transformation).

If you have touched an individual you wish look like, your transformation includes any physical blemishes hidden under clothing, any tattoos, and even the target's voice. It does not include diseases or bloodwork, however.

The power's flaw is that it causes Absolute Duplication (-1/2/4). You no longer have an "original" form and must rebuild your old body by looking at a photographs of yourself. It is up to you if you have such a photograph or if you are trapped forever within bodies not your own.

Whatever the case, your Talent is considered to be Always On - any other Talent who sees you automatically knows you are a Talent.

Add 7 to your Base Will.



12) FLYING SQUADDIE (18 points)

You have 6d in Flight, allowing you to fly at a top speed of 70mph.

The power requires you to make a Running Start (-1/2/4). Like Golden Age Superman or an airplane, you must run about 30 yards/meters before launching yourself into the air and rolling your 6D. You might also do it by leaping off a suitably tall building or cliff, though failing the roll is likely to be lethal.

Once you're airborne you can float along close to the ground or ascend and descend at will; once you touch the ground, you must make another running start to fly again.

Increase base Will by 7.



13) THE SPECTRAL MAN (14 points)

You have 2 Hard Dice in Invisibility. People cannot see you, though they can see your tracks and the impact of your actions. 

Anyone who knows or suspects you are there and tries to shoot or punch you loses 2 dice from their attack pool, unless they have Sense 7+, have a Talent like "heat-vision" or use area-of-effect attacks, like flamethrowers or grenades.

The power is Endless (+1/2/4). Until you are injured by killing or shock damage, your invisibility remains on. You can even sleep while invisible.

Note that your power has one major flaw: your invisibility is actually only in the minds of people (-1/2/4). You still show up in photographs etc. and can be seen by animals.

Add 9 points to your Base Will.


14) YOU ARE NOW WORMS! (12 points)

You have 6 Hard Dice in the power to turn people temporarily into a multitude of wriggling worms. These drop to the ground and slither away. So long as at least one worm survives, it will grow and reform back into the victim's regular form. Such afflicted individuals do not remember anything that happened while they were so indisposed.

You can split your 6 dice between multiple targets without dropping a dice (i.e. you can target one person and turn them into worms for six rounds, or make two people worms for three rounds, or three people for two rounds).

Its flaws are Short Duration (-1/2/4, the attack only lasts width in turns before the target returns to normal), and Nervous Habit (-1/2/4, you must loudly shout at a target: "You are now worms!").

Add 13 points to your Base Will.


15) BRAINIAC (22 points)

You have 2d Hyper-Brains (add 2d to your base BRAINS stat). Ask your GM for what specific powers this grants you.

You also have 3Hd in Side Step, which is attached to the Hyper-Brain stat (-1/2/4). You can work out what dangers are coming your way and mathematically extricate yourself from them (that is, you almost instantly ascertain the trajectory of the rifleman shooting at you and simply lean to the side, causing the bullet to miss). 

So long as you have at least 1 Will, you can "gobble" three dice from successful enemy attacks of width 2 or 3, and split those dice between up to three attacks. It won't work on grenades or explosions but does work on machine-guns, cannon-shells etc.

If it is logical to do so, your power can also "lead" an attack to miss you and hit a nearby enemy instead. To do this, a single attack of Width 2 misses you and instead hits a nearby enemy

This Talent isn't automatic and must be declared as your action that round. Neither your brains nor the Side Step work if Will is reduced to 0.

Add 3 point to Base Will.


16) ACID SPITTER (20 points)

You have 4d in Harm by spitting enormous blobs of acid at the enemy.

On a successful roll, you inflict width in killing and shock damage to the area and any adjacent limbs. Each subsequent round, for the width of your roll in rounds, the spittle spreads across the victim's body, inflicting 1 shock per round.

Its flaws include being Graphic (-1/2/4, causes anyone who witnesses it, including yourself, to make a Cool+Mental Stability roll) and Nervous Habit (-1/2/4, must hawk up and spit burning, oozing bile at a target).

Add 5 points to Base Will.


17) COLOR-PALETTE KID (14 points)

You have 7D in the ability to make a single item change to a color of your choosing, whether pitch black or neon green. 

By dropping a dice and rolling, you can change a large target's color (e.g. a whole tank, rather than just its gun barrel) or mix and match colors (turning a gun rainbow hued or camouflaged).

While that may seem useless, a clever soldier can come up with unique ways to make this Talent handy.

Its flaw is that it does not work on animals, humans plants or other living material, though anything worn or carried by it is fair game (-1/2/4).

Any Talent who touches a color-changed object and spends 1 Will can revert it back to its original color-scheme.

Add 11 to your Base will.


18) VITAL STATISTICS (20 points)

You have 4 dice and 1 wiggle dice to add to any of your PC's stats (+4d+1wd). You can split these dice between multiple stats if you desire.

Remember that any stats with wiggle dice are always guaranteed a success (with a minimum width of 2).

If reduced to 0 Will, these extra dice vanish until you regain some.

Add 5 to Base Will


19) HYPER-COMMANDER (10 points)

You have 5d in Hyper-Stat: Command. Add 5 to your base COMMAND stat.

The GM can tell you what special powers you gain from this, based on the information provided in the rulebook.

Don't forget, if reduced to 0 Will, your extra dice vanish until you regain some Will.

Add 15 points to your Base Will.


20) INCREDIBLE BULK (20 points)

You have the ability to turn into an alternate form.

You have 2 hard dice in Alternate Form. It has the flaw that you must be scared in order to activate it (-2/4/8, if there's a likelihood of dying or the situation elicits a Cool+Mental Stability roll it's definitely scary enough). 

When you transform into this new form, your shirt rips off as you swell into a hulking monstrosity of a man, almost 8' tall and rippling with enormous muscles.

Your alternate form has the following Talents attached:

  • Extra Tough 1 (add 1 extra wound box to the torso, head and every limb of your Alternate form)
  • Hyper-Body 4 (add 4 to your Body stat; don't forget to add any extra wound boxes from this to your Alternate form)

You remain in your new form until you are either no longer scared (usually until the end of combat) or you take killing damage from an attack. 

If you do get successfully hit with killing damage, you immediately return to your human form (standing topless and with ripped pants), which is unharmed.

If your Alternate form is killed, you also return to your human form - which is undamaged. It costs 30 Will Power to resurrect your "deceased" alternate form.

Add 5 to your Base Will.



21) SHADOW-MAN (15 points)

You have 5d in Ghost. As long as you are somewhere relatively safe and quiet (i.e. not being mortared or shot at), a successful roll lets you create a ghostly form of yourself that can wander about, pass through walls and spy on the area. 

It moves only as fast as you can run or walk and cannot hitch a ride on vehicles. Though invisible to normal people, Talents can see it. With a 1 Will spend, they can make it vanish.

Add 10 points to your Base Will.


22) BOTANY BABY (20 points)

You have 4d in Control, specifically toward wood and plants. With a successful roll - and there's wood or plants in the area - you can carefully control about 250lbs of wood or badly control 800lbs of the stuff.

Careful control means you could make 250lbs of wooden shillings or dollars, build an intricate doll's house in moments using your imagination, or create half-a-dozen utterly realistic looking (but unfireable) BREN guns or rifles to intimidate the enemy.

Bad control means knocking over an 800lb tree with a glance or roughly hewing 400lbs of simple planks from a knocked down cabin and throwing them up to form a palisade.

You can attack an enemy for width in killing and shock (e.g. throwing wooden furniture at them), defend by "eating" width from attacks (e.g. make branches or vines swat at rifles), or otherwise get nearby trees, vines, etc. to assist in any logical manner. 

Obviously plants aren't sentient and can't communicate; this Talent doesn't make them capable of doing anything they couldn't normally do.

You are also Addicted to using your Talent (-2/4/8). If you don't successfully use it at least twice a day, you must make a Cool+Mental Stability roll.

Add 5 points to Base Will.


23) TAFFY-MAKER (20 points)

You have 5d in Plasticine Touch, letting you make objects softer than they should be (-2/4/8). Depending on how well you roll, you could turn a gun or knife to the consistency of rubber, a brick to jelly, or human flesh to liquid. This is very useful when attacking armor, tanks or bunkers.

You don't have to touch the target to change its density; so long as you can see it you can try to alter it. 

You may only do this to one target at a time however. If it's used on a person, the width of the roll doesn't actually inflict damage but reduces Stats and Skills by the width rolled. If a target's Body stat hits 0, they take 1 shock damage per round to their head and torso until they are dead.

A Talent who touches something affected by Plasticine Touch and spending 1 Will returns it to their original structure. This will not revive anyone who died from the process.

Add 5 points to your Base Will.


24) TEMPUS FUGITIVE (20 points)

You have 5d in Time Fugue. With a successful roll you can freeze anything you see "outside of time" - your target cannot move, cannot be interacted with, and otherwise seems to be immortal and locked in place.

It has the flaw Nervous Habit (-1/2/4). You must point at the target for the duration of the time you're freezing it. You do not have to pay attention to the target, just point at it.

The width of your successful roll dictates how many rounds the fugue lasts; the difficulty you need to beat is based on how big the target is (a typical human is difficulty 3 or 4, a 2-ton truck is 8). Each expenditure of 1 Will extends the duration by 1 turn or decreases the difficulty by 1, allowing you to freeze increasingly heavy objects.

As well as stopping an individual or vehicle in their tracks, you might also freeze grenades or shells (so long as you spot them or know they're coming). You could even "phase out" an injured or dying comrade until a medic can reach them.

Add 5 points to your Base Will.


25) NAZI-DETECTOR (15 points)

You have 5d in Detection - specifically detecting Nazis. You automatically detect any National Socialists within 100 meters (100 yards). With a successful roll, that detection extends up to 1000 meters (1 km or half a mile) with special benefits.

Within your base range of 100 meters, you automatically know if any Nazis are present. You do not know of any specifics about where they're hiding or what they're doing.

A successful roll dictates how much information you gain: a tall roll (height of 6+) tells you how many Nazis there are present but not where or what they're doing; a wide roll tells you roughly where they are located or hiding. A very high and wide roll tells you what they're doing.

Unfortunately this power only detects Nazis. It doesn't find, say, Italians or Japanese or collaborationist French. Nor would it recognize a squad of Wehrmacht or Luftwaffe soldiers (it may find one or two Nazis among them, but not all of them are necessarily card-carrying Party members).

If you instead want your power to detect only American citizens or Japanese, or to find a specific type of object or creature (like German firearms, Allied tanks, canned food, or dogs) the Talent has the same cost. Widening its ability to cover multiple types of things increases the cost. Ask your GM for details.

Add 10 points to your Base Will.


26) THE TRANSFORMER (20 points)

You have 5d in Transmutation. With a successful roll, you can turn anything within sight and weighing up to 800lbs into another substance - a wooden door might be metamorphized into lead, a man into water, a table to cheese.

Attempts to transform something are dynamic contests, with a difficulty dictated by what you're trying to transform. It's easier to turn a gun into gold or water into wine than a person into wood or a boat into salt, for instance. In most cases, humans roll 2D to defend against a transformation.

The Talent has the flaw Full Power Only (-1/2/4). You can try to transform a whole motorcycle into wood, for instance, but not solely its wheels; when you lash out at a German's pistol, you are liable to transform him with it. The GM should veto attempts at specific uses of this power.

Any Talent who sees your handiwork can instantly turn transmuted material back to normal by touching it and spending 1 Will. This will not revive anyone who died from the transformation process or repair broken material. A gun turned to concrete will probably work again; a gun turned to salt will have been scattered to the wind.

Add 5 to Base Will.



27) KILL-SWITCH (20 points)

You have 5d in Zed. This allows you to directly interfere with another Talent, counteracting their influence on the world.

For instance, using your Talent you could turn off an enemy's flying power by increasing gravity around him, causing him to slam into the ground. Or you could stop a Talent from using his healing power on another individual.

A Zed power cannot be used on Talents that only impact the user themselves, e.g. it can't be used on someone who turns invisible or who turns themselves into a bat - but it would work on them if their power made other people believe they were invisible.

To use your Zed you must know your opponent is a Talent and must announce you are targeting them at the beginning of the round. You do not need to know what their power actually is. 

If they attempt to use their power, roll your 5D. If you succeed and beat their width, the width of your roll "eats" from any successes they made. While this can merely stop the target's power happening, in cases like a flier or someone lifting a tank above their head, the Zed likely also deals damage (as they crash or the tank crushes them).

Zed powers can be used against other Zeds.

Add 5 to your Base Will.


28) UNFUSSY EATER (8 points)

You have 2HD in being able to eat anything and suffer no ill-effects. You can eat metal, sand, concrete, rotting meat, razor blades, even poisons. You cannot eat more of it than a normal person, nor does it allow you to bite or chew through it better than a normal person. Nevertheless, you do seem to be able to draw nutrients from whatever you eat. In practical terms, it is impossible to starve you to death.

While this power offers absolutely zero benefits in combat or defense, it provides a huge addition to your Base Willpower. In a contest of wills, enemy Talents will find it difficult to attack you using their powers.

Add 17 to your Base Will.


29) ELASTIC FANTASTIC (20 points)

You have 5D in being able to turn your limbs into elastic spaghetti, able to stretch your torso, head, arms and legs up to 160 meters and squeeze through exceptionally tight spaces. It can be used to defend (try aiming at a guy whose body keeps wiggling and dancing like a snake) and also to attack (add a successful Talent roll to Body+Brawl based Pin attacks; you may even Pin multiple targets with a good roll).

If you want to grow your arms really long and shoot people or punch people, you either need to use your power on the first round and attack on the second, or engage in a multiple action (roll lowest dice pool minus a dice and try to find two matches).

Add 5 to your Base Will.


30) GREMLINS (20 points)

You have 5D in calling up dozens of irritating, gabbling, troublesome Gremlins. The width of your roll is how much "health" the Gremlins have. Any successful attack made against them "eats" that pool down, and if reduced to less than 2 dice, all the Gremlins are gone.

Gremlins defend by "eating" the width of enemies' successful attack rolls. They cannot inflict damage on humans, but can damage vehicles for width in damage per turn, ignoring Armor. A damaged plane or vehicle may crash, injuring or killing its crew.

Gremlins can understand simple commands given by the Talent who created them but do not otherwise communicate with their summoner. Unless de-summoned, once their task is done and the Talent is out of danger, they will go on to potentially harass and attack anyone nearby - including Allied soldiers and vehicles.

Add 5 to your Base Will.

 


 
31) THE SHARPSHOOTER (20 points)
 
You are supernaturally agile and capable with firearms. You have 6 dice in Hyper-Coordination (+6d to base COORDINATION).

You also have 8 Hyperskill points to spread among your skills. You could put an extra 4 in Rifle and 4 in Pistol, or 3 in Stealth, 3 in Rifle and 2 in Mental Stability, or any other divisions you so choose. That's up to you.

Remember that if your Will ever drops to 0, your Hyper-Coordination and Hyperskills cannot be used until you regain Will.
 
Add 5 to your Base Will.


32) HUMAN TORCH (18 points)
 
You have 2HD in Alternate Form. On a successful roll you turn yourself into a burning, blazing figure - a human torch. This is very obvious, as not only are you on fire but any Talent immediately senses you're there up to around 200 meters away (-4/8/16), even if they can't see you. Your power lasts until you fall sleep or take shock or killing damage.

Attached to your Alternate Form you have the following powers:
  • Harm: Fire 2d+Burn (Hand-to-Hand only, so attached to your Body+Brawl. Roll Body+Brawl+2D and deal width+Burn damage)
  • Immunity: Fire 2d (Ignore all shock damage from fire and turn all killing damage to shock; since fire normally only inflicts shock damage per turn, this power is effectively permanently on and negates all fire damage)
If your Alternate form is killed, you return to your human form. It costs 30 Will Power to resurrect your "deceased" Alternate form.
 
Add 7 to your Base Will.
 
 
33) HAIR-TRIGGER REFLEXES (16 points)
 
You have 2 levels of Go First, making you inhumanly speedy when it comes to combat. Whenever you engage in an attack or attempt to get out of the way of something (like a speeding car), your width is 2 greater but only for resolving speed and initiative.

E.g. if you rolled 2x6 with your rifle, in terms of speed you are considered to have rolled 4x6 - meaning you beat anyone else with a width of 2 or 3. In terms of damage, however, you still only do 2x6.
 
It does not make you a better shooter or able to sense attacks against you. It just makes you faster at doing things.

This Talent cannot normally be used outside of combat, except in contests of speed like target shooting or games where speedy coordination is required (e.g. darts or bloody knuckles).

Add 9 point to Base Will.


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