Ready? Ready! Go!
The Game: Godlike
The publisher: Arc Dream Publishing (though the publication history is long and varied)
Degree of familiarity: None, really. I've read the game system, some of the backstory. Never played or run it.
Books Required: Just the Godlike book, which I have.
OK, Godlike is billed as "Superhero Roleplaying in a World on Fire, 1936-1946." It purports that if superpowered individuals (called "Talents") had shown up, we'd have assimilated them into the culture, adapted, and things would move on pretty much as they did in real life. I'll buy that.
We start out making a normal character, and then adding on superpowers. Suits me. Looking at p. 30 of the book, the first thing I'm to do (skipping "Talk to the GM," because, well) is "Create a Background." More specifically:
Background:
This is meant to be summed up in a quick sentence. I have some ideas, so I think my development sentence is: "Middle son who doesn't think he's destined to survive the war, but desperately wants to be wrong."
Nationality:
I really like Stephen's accent, so I think my character will be from Belfast, Ireland. His name, without getting too cliche, is Sean William Niall.
Age
I don't want to play a kid, but I don't want to play a character with combat experience, either. I figure my character is 20 - in fact, he turned 20 the day before he's getting shipped off to war. He and his mates had a big party (a lot of his mates are going with him, in fact), and the whole thing felt as much like a wake as a birthday bash. If the game's set in 1936, my character was born in 1916.
Family
His parents are both still alive, but his father was the only one of six brothers to come back from the Great War. He's got four brothers, himself, the youngest of which is 15. He's also got a slew of aunts and some uncles by marriage, but most of the men in his family died in the Great War or in the flu pandemic that followed it. He's not married; there's a girl he was seeing, but once he found out he was going to war, he broke it off with her. He remembers - vaguely - seeing one of his aunts learning that her husband was dead, and he doesn't want anyone going through that on his behalf.
Education:
I want my character to have a technical job, but not something dealing with machines. I think that he's a carpenter - very deft with his hands, helps his father with the family business. He's therefore had the minimum education he needs. His father insisted he go through school, but then took over his training.
Friends:
Sean has lots of friends in Belfast. His father recruits his buddies for big jobs, and Sean was popular in school. I'm not bothering with a list of names, though, because Sean alienated a lot of them before getting shipped out. He requested to be put into a unit going as far away from his home as possible, because he doesn't want to be near his buddies. The reason is, again, he's pretty sure he's not coming home. It's just a feeling he gets, lying awake at night, that this is it. Just like his uncles and his father, only one Niall boy is coming home from this one, and Sean doesn't reckon it'll be him.
So, long story short, no friends that he keeps in contact with, lots of people that he misses.
Dependents:
None. Not married, no kids, and his parents are still young and strong enough that they don't rely on him.
Motivations:
Sean wants to live through the war, he just doesn't think he will. He's involved because he feels he has to be - he's not the sort of fellow to shirk on his patriotic duty. But he wonders if his newly-discovered Talent will be enough to get him through. And, indeed, if it's his God-given destiny to die in defense of Erin, shouldn't he?
Stats
There are six stats in Godlike. I start with 1 point in each one, and then I have six points to divide up however I want. Reviewing what the heck they all mean again, I come up with this spread:
Body: 2
Brains: 2
Coordination: 3
Cool: 1
Command: 2
Sense: 2
Sean is dexterous, but pretty shaky under fire. Makes sense, dunnit? My Base Will is 3 (Cool + Command).
Skills:
I get 20 points to assign. I read over the list, and go to work.
Endurance 2
Brawl 1
Health 2
Run 2
Pistol 1
Rifle 1
Stealth 2
Electronics 1
Mechanics (Carpentry) 3 - yeah, this isn't exactly "machinery," but there's no carpentry or professional skill
Sight 1
Touch 1
Navigation (Land) 2
Grenade 1
English 1 (no cost)
Talents:
Awesome. Now, I haven't read this bit all that carefully, so you might notice a slight lag. Oh, wait. Right.
OK, the book talks about the "cafeteria" approach (I pick Talents from the book) vs. the "gourmet" approach (I make something up and then apply the stats). Since I don't have a GM, I'll do the former. I think Sean's Talent is going to be largely movement-based; I see him as a speedster. I want manual dexterity to be affected as well as running speed, though. But that's as far as I've thought, so let's go back to the book.
The base amount of Talent points is 25, so that's what we'll go with. Right off the bat, I know I want to buy Hyperstats in Coordination, maybe Body. I don't have a lot of points to work with, though, so I'm going to read on. I suspect that I could do super-speed either with Hyperskill or a Miracle...
OK, first up, I'm going to buy my Coordination up to 7 (I love the idea of my character being able to dodge bullets, provided he knows the attack is coming). That costs me 8 points, because each die is 2. I could buy hard or wiggle dice, but that's expensive, and I want to see what else is available. I have 17 points left.
Looking at cafeteria-style Miracles (I like that phrase!) the "Alert" Miracle catches my eye. I've kind of set Sean up as being able to get out of trouble, and sticking with that, I think his Talent (if not his natural inclinations) make him able to detect danger. Now, the base cost for this power is 4/8/16, but let's see about that...OK, reading the power listing, and then the Extras page, I want this power to be Always On. That adds 1/2/4 to my costs, for a total of 5/10/20. Ouch. I'll take two levels; 10 points.
Go First is also fun, and it's cheap. With my remaining seven points, I take 2 levels of it. That leaves me with 5 points.
Checking my Skill dice pools, I see that my inhuman Coordination has made me stealthy as all fuck, and a good shot with my pistol and rifle. I can sense danger coming (without trying) and I can climb like a monkey. I'd like one more power, something that makes my character...how shall I put this...not Spider-Man. I've got five points, and I could dump them into Hyperskills or take a hard die in Coordination, but eh. Five is enough for a Miracle, so let's think about my concept a little.
Sean is convinced he's going to die in the war, but really doesn't want to. I think I'd like a Teleport power, but something that he has almost no control over. Checking the power, I see that I'll need a lot more than one level to teleport myself...unless I take some Flaws. Which I will.
Teleport costs 5/10/20. I attached the "Self-Only" Flaw, which drops it to 3/6/12. Not bad. I'll also take Peace of Mind (only when in mortal danger), and Disorientation and I'll add the Reflexive Extra, meaning it's now 2/4/8. One more: Full Power Only (making my cost for the Teleport power 1/2/4). I just dump all five points into it. So here's what that means: When Sean is in danger, he can teleport himself away. If the roll succeeds, he teleports himself (and only himself - nekkid) 100 miles away. Sean can't Teleport himself any closer than that (Full Power Only) and he can't use the power except when in mortal peril. When he does Teleport, he winds up 20 feet off the ground (modified by the Teleport roll).
OK, looks good. I think that Sean would probably die in combat, but with a good GM, he'd die in a way that was nifty and ironic and maybe even heroic.
Tomorrow: Changeling: The Lost!




