
DM_DM |
3 people marked this as a favorite. |
Godlike is a superhero RPG from the early 2000s, where you play a Talent who has been drafted to fight in the Second World War. It's currently on sale at the Humble Bundle -- you can pick it up for $15, along with various other stuff.
Why it might be interesting: well, it's a superhero RPG set in World War Two. So, if this is the sort of thing you like, this may well be the sort of thing you like. A bit of additional info: the superpowers range from low to medium power level -- think Captain America, not Superman -- and stuff like invulnerability and healing factors are not usually in play. So, most PCs are somewhat fragile. If a sniper shoots you in the head, you die.
A potential drawback: it's an older game that uses the One Roll System (ORS), which works off a dice pool of d10s. The ORS was a perfectly good system, but it never really caught on, and it's not around much any more. It's not complicated or hard to pick up, but it would involve learning a new system.
On the positive side, ORS might adapt to forum play pretty well. Also, because it's WWII, it's something where we could play a short scenario ("blow up this bridge") to see how people like it.
If you want to know more about the system, there's a Quick Start version free on DriveThruRPG, along with some sample scenarios.
Anyway, feel free to post your level of interest!

Liliyashanina |

I am literally playing a Succubus Sniper who "went native" while fighting for the red army (the side with the Red Pentagramms on the forehead are clearly on team Demon yes?), as the background story of my char in another campaign (sadly defunct now).
A problem I could see that, in terms of comic-superpowers, Succubi have a bit too many? Telepathy, flight, shapechange, energy drain, damage resistance, immunity to some elements and poison, teleportation, mind manipulation (probably a part of telepathy), the whole hand out profane gifts thing and extremely high dexterity and charisma.
I dont know the system yet, but that is probably a fairly powerful character.

Liliyashanina |

Ok, having bought and read the rules, there is limited telepathy, flight, shapechange, limited damage resistance, teleportation, mind manipulation and even something akin to profane gifts.
I dont think there is a way of get all of them on one character, unless its very high level equivalent.
What could be done is starting on a lower level, characterized by being very carefull about not being discovered as being an actual demon, and perhaps adjusting the setting to be a bit "Jim Butcher" like in that there are totally shotgun wielding vampires, Faes with an affinity for chainsaws, and a "black ops mage" who likes to dump satellites on opponents.
Perhaps, in narrative terms, the sheer amount of blood shed greatly limited the "friction" something from another dimension encounters when interfacing with earth? And this is an ongoing process, which would unlock progressively more powers for protagonists while also raising the general playing field?
In the final campaign, mother Russia fully awakes and becomes sentient, manifests as a massive Warrior godess and has a massive slapdown fight with, lets say Fenrir because the Nazis always had a thing for wolfs and got seriously into Causing Ragnarök?

DM_DM |
I dont think there is a way of get all of them on one character, unless its very high level equivalent.
There isn't. The game gives you enough points to buy one or at most two Talents. Also, most Talents in their base state are weak-ish. You can pump them up by taking flaws and limitations. So, you could have a character who is strong enough to lift a two-ton car -- or, for the same number of points, you can have one who can lift a 50 ton Tiger tank and throw it, but only if nobody is looking, or only if he takes a round to chant his high school's fight song first, or only because the tank is made of metal (he has ordinary strength against anything else), or only if it's within an hour midnight, or only... you get the idea.
It's pretty much impossible to have a Superman type multi-power character. IIUC the most powerful NPC in the game is a Nazi Talent who can fly at super-speed with almost unlimited maneuverability and can generate an offensive sonic boom to destroy his foes. But even he doesn't have any powers other than high-speed flight; he's not super strong, nor is he invulnerable (he's just crazy hard to hit).
If you invest your points in stats instead of powers, you /can/ build a Captain America type character -- someone who's not all that "super" but who is strong, quick, smart, very capable in both armed and unarmed combat, and who tends to make his saving throws.
Perhaps, in narrative terms, the sheer amount of blood shed greatly limited the "friction" something from another dimension encounters when interfacing with earth? And this is an ongoing process, which would unlock progressively more powers for protagonists while also raising the general playing field?
Honestly, I have no idea whether we'll actually turn this into a campaign. My thought is to /maybe/, if there's enough interest, play a short scenario. And then /maybe/, if there's still interest, to continue.

DM_DM |
Also: this game is
-- a bit dark. It's WWII, right? So, kind of grim-gritty-brutal.
-- a bit like OSR games or Call of Cthulhu. You *can* survive through a campaign, in theory. But if you're regularly going into combat, sooner or later your number will come up. Don't get too attached to your PC.
-- Combat is pretty lethal, and often in a rather random way. There are some defensive Talents that can improve your survivability, but only a few, and none provide true invulnerability. There are no Wolverine-style healing factors. If your arm gets shot off, it's not growing back, and you're probably not getting a cool cyborg arm to replace it either. Much more likely your military career is permanently over. And if someone shoots at you and rolls four 10s (and with dice pools of eight or ten dice, that's totally a thing that can happen), pow, you're shot through the head and you're dead.
-- You're not Superman, or even Wonder Woman. Unless you have some excellent defensive Talent like intangibility or a force field, charging a machine gun nest is probably suicide. And tanks are bad news! Don't think that just because you have a cool Talent you can 1v1 a King Tiger. You almost certainly can't. Indirect fire, say from mortars or artillery, is somewhere between a huge PITA and "you're dead". Being strafed or bombed by aircraft... um, try to avoid this.
And snipers... ooohh, snipers are bad. You know how, over the years, various joyless, fun-hating nerds have pointed out most superheroes could be taken down by a properly equipped sniper? In this game, /that happens/. This is a game where "shoot the magic-user" has become standard small-unit tactical doctrine for all combatant sides. Which, okay, fair enough -- if Talents were a thing, soon anti-Talent snipers would also be a thing. Right? So if the DM casually mentions that the ruined church has a bell tower, pay attention.
Basically you have a Talent, which may be offensive or defensive or just weird, and (I think) a big part of play is trying to figure out clever or creative ways to use it to achieve your objectives and stay alive. The other big part is a moderately detailed WWII combat simulation, with German or Japanese dudes trying to shoot, stab, or strangle you. Or just run you over with that King Tiger.
So... yeah. If this sounds like it might be your cup of tea, sound off. If not, believe me, I will understand.

Liliyashanina |

Hmm, I have several ideas, definitly going with a Soviet theme because I am half Russian:
A Captain in the Red Army, Vitkor Sergejewitch Volodin spontaneously discovered his ability to create and melt ice while stopping a german Panzer charge over Lake Peipus, by force melting the ice they were on. Can theoretically freeze humans, but it takes too long for combat due to high Blood Salinity and living matter being harder to affect for him. Is immune to cold, and has some clever ways of using his ice stuff as defense, although it takes access to freezable fluids.
A normal if physically fit human apart from his ice melding ability.
There is a Propaganda poster of him opening a German Tank with a Ice-2 handed sword while wearing Ice-Bogatyr armor. Spoiler: This was obviously staged, while he can kill people with ice bullets etc. (assuming he find some way to propel them quickly enough, but he is pretty deadly with a waterhose), it does not go through a tank. Actually clever Propaganda because the Germans believe he fights in melee, which he doesnt.
Personality: Fairly friendly pragmatist. Would be sent if Stalin/Berija/whoever wishes to send a fairly friendly Talent to a possible joint venture.
Codenamed Night-witch, Liliya Vladimirovna Raskova was a flight instructor turned emergency pilot during operation Barbarossa. As her repurposed Crop duster was shot down, she spontaneously discovered the ability to fly, crashing into a German interceptor, killing the Pilot by ripping his throat out and then hijacking the unfamilar machine. Stavka appreciated a intact, apart from the hole in the canopy, BF109.
She can enter what she calls "witch mode" in which she has superhuman strength, agility, and grows flight capable wings (even though her wingspan is far too small to lift someone of her size). She can only maintain Night witch mode for a couple of minutes at a time.
She does have perfect dark vision at all times, and is relatively charismatic in her normal form, but is essentially a normal human during daytime.
Personality: Her main personality is fairly sarcastic, she would, esepcially if sent abroad, alter her personality to the needs of the mission. Would be sent if Stalin/Berija wants more information on "allied" aces. She is physically beutifull, and has a number of assassinations and abductions under her belt.
Literally looks like a Succubus in "night witch" mode.

DM_DM |
I've perused the free quick start stuff. More complex than I was expecting but I've had something like a Talent in mind for a while. If you've ever seen Chronicle, I am basing it off those powers. How close could you create a character with that level of telekinesis? How many points do we have?
HNS Chronicle. As a general rule, the superpowers are weak-ish.
For this simple starter scenario, let's try standard character creation -- 25 points.

DM_DM |
I'm still interested but don't want to buy the PDF (I've already downloaded all the free material available). I'll play the pregenerated character "Vouchsafe" if that's okay.
I've skimmed all the free stuff, so I vaguely remember that character -- he's a walking storage locker, basically -- but I don't recall where exactly he was found. Is he a balanced starting character?

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I've skimmed all the free stuff, so I vaguely remember that character -- he's a walking storage locker, basically -- but I don't recall where exactly he was found. Is he a balanced starting character?
He's found in the free download GODLIKE:Character Collection. As I am wholly unfamiliar with the sytem, I have no idea whether he's balanced or not.

Kazmanaught |

I made a character, thoughts?
Zindel Kessler
Body 1
Coordination 2
Sense 1
Brains 4/7(3 hard)
Command 1
Cool 3/6 (1 hard)
Skills:
Endurance 1(use cool)
Dodge 2(+1)
Pistol 2
Cryptohraphy 1
Education 1
Electronics 1
First Aid 2
Medicine 2
Tactics 3
Language 1 (Yiddish)
Language 1 (German)
Language 1 (English)
Mental Stability 2
Talents:
Hyperbrains 3: 3 hard dice [15]
Hypercool 3: 1 hard dice, 2 regular dice[9] (+1 to base will, +1 to width for combat initative)
Hyperdodge 1: 1 regular die [1]
Base Will: 5
Zindel Kessler lived through the first world war. The sound of artillery fire day in and day out left him somewhat hard of hearing. The smell of the trenches has permanently dulled his sense of smell. His ability to empathize with people was invigorated by the war; indeed he abhors violence, but it stunted his ability to express it. When he returned home from the war to end all wars, the Great War, he was only 19. He had managed to survive at the 100 Day Offensive, and although Germany had lost the war, he was content knowing that he had served his country to the best of his ability.
Fast forward 10 years, and Zindel had gotten married. His parents had set him up with a nice Jewish girl, and after years of courtship, they had gotten married. He was still distant, but he was a loving husband, despite the German economic collapse. The Beer Hall Putsch distressed him, but he foolishly assumed the best of his fellow countrymen. To hate his fellow man would be unconscionable. Nevertheless, Zindel grew uneasy.
Another 9 years, and that brings us to 1938. Zindel is now 38, and remains childless with his wife Rosa. Zinler had been saving money to move to America since Hitler had been elected Chancellor, but he only had the funds to send one person. Hearing rumors of the impending Kristallnacht implementation, he sent Rosa ahead with all of his savings. It was at this point that he was captured, and put in a concentration camp.
This veteran of war, a peaceful man, bright, but with only a mild education, did not do well in the camps. His thick glasses were removed from him, and he was beaten frequently. Not long after arriving, he became deathly ill. He was not issued food or medicine, but somehow he still survived. More than that, a change had come over him. Things that had not previously been clear to him now were laid bare in his mind, and his already formidable will became still stronger. He studied the patterns of guards around the sick tent, and through his fierce desire to see Rosa again, managed to escape.
He barely remembers how he made it to France, and from there, England. His mind and body were feverish the whole time, kept moving by a strong desire to see his beloved wife one more time. By the time he made it across the English channel, the Nazi's had invaded Poland. Torn between his own desires, and his disgust at his home country, he did what he never thought he would do again; enlist in the army, and fight his former countrymen. Always under suspicion for being a former German, ostracized for his age, for his reserved nature, for his seemingly biting wit, and capacity learn, Zindel bore with it. He knows that he will probably not survive this war, especially not now that his mental fortitude has been classified as a talent. Bent but not yet broken, he holds out hope that his letters written to the Americas might one day help him find his beloved Rosa, and gain some comfort in reading about her new life.

DM_DM |
DM_DM wrote:As I am wholly unfamiliar with the sytem, I have no idea whether he's balanced or not.Found him. Okay, he looks balanced-ish. His Talent is minor (though far from useless); it looks like he invested some of his Talent points into boosting his stats.
His character description lists some of the things he carries -- grenades, food, clothing, fake papers, a stripped submachinegun. If a situation arises where it's not clear whether he'd have a particular item, we can make a roll against the relevant dice pool to see whether he brought it along or not.

DM_DM |
A Hyperbrain! Ha, interesting. Okay, let's see...
-- You get German and Yiddish free from your background. So, that gives you 2 more Skill points.
-- Also, it's easy to miss, but on page 8 the book says "For every point of Brains above 2, you get an extra point with which to buy skills. However, you can only spend these points on Brains skills." So that gives you another 5 (!) points to spend on Brains skills.
-- Are you quite sure you want to buy three hard dice for Brains? Two hard dice makes perfect sense -- you always score a 10 on your Brains and Brains skill checks. But the third one doesn't improve effect -- it only improves your width, making sure that you go first. This is very desirable for combat skills, but usually much less important for Brains skills. If you're rolling Mechanics or Navigation, it's usually not a combat situation where you desperately need to act first.

DM_DM |
-- About those Brains skills: I'm thinking this little scenario will be in Italy, so throwing a point at Italian probably won't go amiss.
-- Mechanically, Tactics 3 is probably overkill. With Brains 7 and three hard dice, you would roll a pool of 10 (!) dice with three (!) guaranteed 10s. You'll always find the optimal tactical solution, and you'll do it at a glance.
That said, if you want to keep it for thematic reasons, that's fine.
-- Note that, as a scrawny middle-aged German who speaks accented English, you're an object of suspicion to most ordinary soldiers.

Kazmanaught |

-I wasn't sure if hyperstats counted for the brains bonus, but I will add those skills in!
-To be honest, I wasn't sure if I wanted three hard dice or not. But I thought that Tactics might be an opposed skill check, especially into enemy hyperbrains, and there was a chance some gobble dice might come into play, so having a backup hard die seemed like it might be a good idea? But I'm still pretty new to these rules, so please tell me if my thought process is completely off.
-Thanks for the heads up about the Italy thing, I'll definitely do that.
-As seen above, Tactics is kind of what I was going for. A hyper intelligent, hyper coolheaded kind of guy, who isn't the best combatant by a mile, but excels at other useful military strategy. Besides, I bet it will be harder to try and find tactics that minimize casualties.
-I rather expect that I'll be ostracized, but that's ok. He's not fighting for them, he's fighting for his people, his country, and his wife.

DM_DM |
-To be honest, I wasn't sure if I wanted three hard dice or not. But I thought that Tactics might be an opposed skill check, especially into enemy hyperbrains, and there was a chance some gobble dice might come into play, so having a backup hard die seemed like it might be a good idea? But I'm still pretty new to these rules, so please tell me if my thought process is completely off.
It's not severely off, but you're probably overthinking it a bit. At this stage of the war, Talents are still rare-ish. (By the end of the war they'll be everywhere, but that's still some time away.) Also, Hyperbrains aren't terribly common. (This is actually canon.) So, that third hard die might not be /completely/ useless, but it would only come into play very rarely and under super specific circumstances. It's probably not the best value for those build points.
What else could you spend them on? Another point of Brain, another point of Cool, some Base Will -- now *there's* something that could become relevant in Talent v. Talent fights -- or a Hyperskill that's useful in offense (pistol) or defense (dodge). Up to you, of course.

Kazmanaught |

Thank you! I really appreciate it. Here's an updated sheet!
Godlike
Zindel Kessler
Body 1
Coordination 2
Sense 1
Brains 4/8(2 hard)
Command 1
Cool 3/7 (1 hard)
Skills:
Endurance 1(use cool)
Dodge 2(+2)
Pistol 2
Cryptohraphy 1
Education 1
Electronics 1
First Aid 3
Medicine 3
Tactics 3
Navigation 1 (Land)
Language 1 (Yiddish)
Language 1 (German)
Language 1 (English)
Language 1 (Italian)
Mental Stability 2
Bluff 1
Lie 1
Talents:
Hyperbrains 3: 2 hard dice, 1 regular [12]
Hypercool 3: 1 hard dice, 3 regular dice[9] (+2 to base will, +2 to width for combat initative)
Hyperdodge 2: 2 regular die [2]
Base Will: 6
I turned a hard die of brain into a regular one, added another regular die to cool, and another regular die to dodge. Plus updated my skills :)

DM_DM |
As I am wholly unfamiliar with the sytem, I have no idea whether he's balanced or not.
Found him. Okay, he looks balanced-ish. His Talent is minor (though far from useless); it looks like he invested some of his Talent points into boosting his stats.
His character description lists some of the things he carries -- grenades, food, clothing, fake papers, a stripped submachinegun. If a situation arises where it's not clear whether he'd have a particular item, we can make a roll against the relevant dice pool to see whether he brought it along or not.
He's probably carrying a crapton of stuff, since he's had plenty of time to prepare.

DM_DM |
1 person marked this as a favorite. |
Thank you! I really appreciate it. Here's an updated sheet!
** spoiler omitted **
I turned a hard die of brain into a regular one, added another regular die to cool, and another regular die to dodge. Plus updated my skills :)
All good, except that your Base Will should be 10: Command (1) + Cool (7) +2 for having Hypercool (1 for each point over 5). Which is actually quite good for a starting character.
You're weedy and you wear glasses. You were never exactly a model of masculine beauty, and now you're no longer young. But you are one stubborn little cuss.

DM_DM |
Well, do you have access to the books or material?
You can find "Quick Start" rules free right here at DriveThru RPG. (Uh, if you're not familiar with forums, just click on that text that is a slightly different color.) Or, I could just pass you a pre-gen, or create a character for you.

DM Lil" Eschie |

Luigi Marella
"The Milan Miracle"
Concept: 21 years old Toughboy from the Chicago streets, from Italian origin. His Catholic faith his very important to him.
Body 3
Brains 2
Coord 1
Cool 3
Command 1
Sense 2
Base Will 4
Skills (20)
Body (3)
athletics 3
brawling 2
Brains (2)
Explosives 2
Mechanics 2
Navigation 2
Coordination (1)
Knife combat 1
Driving 1
Rifle 1
Cool (3)
Mental stability 3
Command (1)
Inspire 1
Sense (2)
Sight 2
Talents (25 points)
Still thinking about it.. and want to keep it simple! So probably:
Hyperskill-Rifle 3 normal dice ( cost 3)
Ace 2 normal dices (cost 10)
Heal 2 normal dices (Cost 12), only after a prayer

DM_DM |
1 person marked this as a favorite. |
Luigi Marella
"The Milan Miracle"
Concept: 21 years old Toughboy from the Chicago streets, from Italian origin. His Catholic faith his very important to him.
Okay! I like the concept.
Body 3
Brains 2Coord 1
Cool 3
Command 1
Sense 2
All good here, except are you sure you want a 1 in Coordination? You want this guy to be a super-shot, and Rifle works off Coordination.
Now, WRT Skills, I can say (handwave) that you've gone through commando training at this rather ghastly castle in Scotland -- see pages 297 through 299. This gives you a bunch of useful combat skills. If we add them to your existing skills, we get the following:
Skills (20)
Body (3)
athletics 3
brawling 3
Climb 1
Endurance 1
Running 1
Brains (2)
Cryptography 1
Explosives 3
Italian 1
Map Reading 1
Mechanics 2
Navigation 2
Radio Operation 1
Survival 1
Coordination (1)
Grenade 1
Knife combat 2
Mortar 1
Driving 1
Rifle 2
Stealth 1
Machine Gun 1
Cool (3)
Mental stability 3
Command (1)
Inspire 1
Sense (2)
Sight 2
I also gave you 1 point of Italian. That means you roll 3 dice on Italian, which means you speak it at a pretty basic level.
Talents (25 points)
Still thinking about it.. and want to keep it simple! So probably:
Hyperskill-Rifle 3 normal dice ( cost 3)
Ace 2 normal dices (cost 10)
Heal 2 normal dices (Cost 12), only after a prayer
Hyperskill with Rifle brings you up to 6 normal dice with Rifle, which is pretty good. However, wrt Aces... note that *every single Ace die you ever roll* costs 1 Will. So, don't invest in Aces unless you have a nice high base Will. Your base Will is 4, which is kinda meh. So either invest some build points in base Will, or look for another route.
Fortunately, there are a couple. The simplest is to just buy some more points in Rifle. Hyperskills aren't restricted, so you could buy 5, 6 or 7 dice and it wouldn't cost you much. Alternately, consider buying either a hard die or a wiggle die. The hard die gives you a lot of head shots; the wiggle die means you literally never miss, and also usually shoot first.
WRT Healing, Healing dice are normally 3 points each; Nervous Habit (prayer) brings that down to 2 points each. I would recommend buying at least 5 dice. Remember, you pay 1 Will to roll your powers whether they work or not. So, if you roll a bunch of failures, you'll waste a lot of Will. Also, more dice means more chance of rolling wider, which means more healing bang for your buck.
Here's a possible sketch:
Talent Healing
Must say prayer first
5 normal dice @ 2 each
--> 10 points
Hyperskill Rifle
3 normal dice
1 wiggle die
--> 10 points
So when rolling a normal Rifle shot you'll roll 7d+1w. This means you'll pretty much always hit /something/, and you'll get 3 or greater width over 90% of the time.
That leaves 5 points. You can add more normal dice to Healing (2 points) or Rifle (1 point, or 3 for a Hard die) or just pile those points on your base Will (currently 4). Note that you don't have to burn Will points to use hyperskills, so you can shoot stuff all day long. You /do/ have to burn Will points to heal, at 1 per use, and they're spent whether you succeed or fail.

DM_DM |
Okay, let's jump in. The discussion thread is here.
Dot in on the discussion thread; once you appear there, I'll do a short cutscene for your character on the main thread. With a little luck, we'll kick of gameplay tomorrow (Monday).

seinneadair |

Initial concept
approximately 30
for Damian themselves, they use they/them Pronouns but they also use whatever form they are in would be perceived as.
Body 1
Coordination 3
Sense 1
Brains 3
Command 1
Cool 3
Skills:
Health 1
Endurance 1
Stealth 3
Pistol 3
Riffle 3
Parachuting 1
Language 3 (German)
Language 3 (French)
Navigation 1 (Land)
Language 1 (English)
Bluff 3
Lie 2
Mental Stability 1
Talents:
Dead Ringer (2 Hard Dice) 8 points (Absolute Duplication, Automatic)
Fetch (2 Hard Dice) 12 Points (Chain Lightning)
Base Will: 5
Damian was born around 1910 he can't remember exactly when in Luxembourg city when he was very young, somewhere between 3 and 5 Germany occupied his home, the Germans brought with them worry and hunger for his parents, eventually to try to keep the family alive and their stomachs full Damian's father joined the German infantry and never came home.
during the Interwar period, Damian's mother tried to rebuild and keep the family afloat with the little money she had and what his father had sent back. in 1930 Damian moved to France seeking a more stable world. there he met Terisia who he would marry shortly after, they would have 2 sons Jamison and Henri.
By 1937 Damian had started to work within the public service sector as an aid to a Parisian councilman when the war started and Luxembourg was invaded, Damian planned to stay out of it until late June of 1940 when Damian awoke to find his wife screaming in his or rather her arms. as Damian took stock of the situation they found that in the night they had morphed into a duplicate of Teresia. worrying what this would do to their family Damian fled the building and ran into the surrounding area.
Finding themselves with nothing left to lose Damian found a burgeoning resistance movement in late October and joined them pledging to do everything they could to help free their home country and prove themselves worthy of Teresia despite their new curse.

DM_DM |
Okay, so:
-- You're a Luxembourger resident in France, so formally one of the Allies. So you're not subject to the same suspicious as poor Kessler.
-- Luxembourgers are bilingual, so you get French and German for free -- check.
-- I think you've been through basic training, so please add the following skills (1 point each): Brawling, Pistol, Rifle, Grenade, Running. You can add these to existing skills, or swap points around -- up to you.
-- Your Dead Ringer power is involuntary. It activates almost instantly upon skin-to-skin contact, or after several seconds of touching through clothing. Casually brushing up against someone is OK, but being squeezed in a crowd is a problem. If you punch someone in the face, you copy them.
-- The power always works, but it still costs 1 Will to activate. The good news is, this means it does have an off switch -- touch different people until your Will is drained, and you're good. The bad news is, zero Will is unpleasant (and your Fetch power stops working). Also, it means that you /really/ want to avoid dense crowds -- if forced into a scrum, you would flash through a bunch of different forms, burning Will as you go.
-- Dead Ringer is in a weird place between illusion and actual transformation. You copy clothing, but not equipment. So if you grabbed an enemy soldier, you'd copy his uniform and helmet but not his rucksack or gun.
-- You can store up to your Brains score (3) forms, and switch between them at will. So you can always spend 1 Will to switch back to your true form.
-- Base Will: you had 5 points left over. Add your Command and your Cool scores, and your base Will is 9.

seinneadair |

with absolute transformation I lose access to stored forms, right? if not I may wanna edit the backstory a bit cause that's where most of my shame towards my family comes from.
approximately 30
for Damian themselves, they use they/them Pronouns but they also use whatever form they are in would be perceived as.
Body 1
Coordination 3
Sense 1
Brains 3
Command 1
Cool 3
Skills:
Health 1
Brawling 1
Endurance 1
Running 1
Stealth 3
Pistol 4
Riffle 3
Granade 1
Parachuting 1
Language 3 (German)
Language 3 (French)
Navigation 1 (Land)
Language 1 (English)
language 1 (ASL)
Bluff 3
Lie 2
Mental Stability 1
Talents:
Dead Ringer (2 Hard Dice) 8 points (Absolute Duplication, Automatic)
Fetch (2 Hard Dice) 12 Points (Chain Lightning)
Base Will: 9