Here Be Tygers
House Rules
Hard Dice
I have a slightly different method for resolving Hard Dice.
The Hard Dice in a pool are rolled and all of the Hard Dice set to the Height
of the highest die in the Hard Dice pool. Hard Dice still represent guaranteed success
at the expense of flexibility, i.e. they get the job done, but the character
has no control over how they do it. All available Hard Dice must be rolled; the
player cannot voluntarily drop Hard Dice. Hard Dice are still dropped first
when dice are removed from a pool due to multiple actions, etc.
Example: A 3hd pool is rolled, with a
result of 2, 5 and 8; the dice are therefore all set to 8 for a 3x8 result.
HyperStats
The ability of HyperBody
to breach Armor has been removed and must now be purchased as the Penetrating
Extra.
A HyperCoordination
of 7 is needed to dodge perceived gunfire, but only if it is not Spray. The
character also needs a HyperSense
of 7 to be able to dodge Sprays and unperceived attacks.
Contest of Wills
The Contest of Wills has been changed to a single blind bid.
You jot down your bid, the GM does the same, and they are revealed
simultaneously. The highest bid wins, ties go to the defender. The participants
both lose the Will that they have bid, but the victor gets one Will point back.
If the GM needs a guideline for how much Will
an NPC would risk, use the following formula: The Will bid equals 10 - Number
of known enemy talents or Cool stat (whichever is lower) + one for each time
his effort fails (as long as his Will holds out).
Example: Der Vexierspiegel is trying to use his reality distorting
Talent to maim Steeplejack. Der Vexierspiegel has a
Cool of 3, and is facing three known Talents. So he'll bid 3 Will on his
effort. Steeplejack isn't keen on having his topography altered, and bids 3 of
his remaining 4 Will. The player jots down a figure, locks eyes with the GM,
and flips his scrap of paper over. A Tie, and since ties go to the defender,
Steeplejack is unaffected by Der Vexierspiegel’s Talent
and receives the 1 Will point due to the victor.
Armor
I have a problem with Heavy Armor’s effect of making
whatever it is protecting harder to hit rather than absorbing or deflecting
damage. As written, Heavy Armor is more akin to Sidestep and other gobbling
Talents, which doesn’t make much sense for non-Talent objects such as tanks.
Here is the armor system that I use:
Armor is now divided into three types: Light, Medium and
Heavy, and consists of two attributes: Defense and Hardness. Defense indicates
how much damage the armor can absorb. Hardness is an indication of how easily
it can be Penetrated.
Light Armor absorbs 2 Shock per level.
Medium Armor reduces all Shock to 1 point and converts 1
Killing to 1 Shock per level.
Heavy Armor cancels all Shock and absorbs 1 Killing per
level.
If an attack has a Penetrating level greater than the
Armor’s Hardness level, the Armor provides no protection at all.
If an attack has a Penetrating level less than or equal to
the Hardness level, then the Defense level is temporarily reduced by the
Penetration level. Attacks that incorporate Penetrating with an
explosive/corrosive/melting attack permanently reduce the Hardness of
non-Talent Armor by the Penetrating level.
Armor only protects against physical effects, not
environmental effects (pressure, cold, poison, gas, disease)
or mental attacks.
A standard helmet is MAR 2/2, which means that a rifle
bullet to the head will still incapacitate (Width + 2 KS = 3S + 2K for a
minimal success).
This means that the Armor Talent has changed as follows:
Armor [Type] variable
/ Level (D,R,U)
You have a power that protects you from physical attacks,
making it harder to damage you. Armor is rated on two factors: Hardness and Defense.
Hardness indicates how easy it is to breach the Armor with Penetrating weapons,
while the Defense indicates the amount of protection afforded.
For each level purchased, Armor provides one Hardness level
and one Defense level according to its type:
Light (3 per Level) Each Light Armor level absorbs 2
points of Shock, but offers no protection against Killing damage.
Medium (5 per Level) Medium Armor reduces all Shock to
1 point and converts an amount of Killing equal to the Level to Shock.
Heavy (7 per Level) Heavy Armor cancels all Shock
and absorbs its level in Killing damage.
Against a non-Penetrating attack, the Armor provides its Defense
against the damage inflicted. If the Armor is hit by an attack that has a
Penetrating level higher than the Hardness, then the Armor is completely
ignored and the Defense does apply. Against attacks with a Penetrating level
equal to or less than the Hardness, the Armor provides a Defense equal to the
rating less the Penetration level.
Attacks The
same force that grants you Armor inflicts 1 point of Shock damage per Level
back on your attacker to a maximum of the Killing damage inflicted, as long as
the incoming attack is hand-to-hand.
Defends The
Armor absorbs damage.
Robust Your
Armor doesn’t fail until you’re knocked unconscious or killed.
Useful Your
Armor can do more than stop incoming attacks; it can block any incoming
physical damage.
Extras
Focus (+5 per Level): You can “focus” Armor points, by
moving points around from hit location to hit location. For example, you could
take 1 point of Armor from your arm and add it to your torso, so that you had 2
points there. A movement takes 1 round.
Hardened (+2 per Level): Your Armor is more resistant to
Penetration. Add an extra rating for each level of Armor. This extra may be
taken multiple times. This Extra may not be taken in conjunction with the
Resilient Extra.
Resilient (+2 per Level): Your Armor is tougher than normal.
Add an extra Defense rating for each level of Armor. This extra may be taken
multiple times. This Extra may not be taken in conjunction with the Hardened
Extra.
Flaws
Ablative (-1 per Level): Your power is permanently reduced by
Penetration, Area and Spray attacks. When your Armor is gone, you may spend
Will to restore it at a one to one value.
Bulky (-2 per Level): Your Armor, for whatever reason, is
just plain heavy. The Width of all your physical actions are reduced by 1 (this
does not prevent success if you score a Width 2, but your action is counted as
if its speed was Width 1), and your running and jumping scores are calculated
as if your Body were much lower than usual. Subtract your Armor level from your
Body score to determine movement values only.
Will Drain (-1 per Level): The power eats Will at the cost of
1 point each combat round that it absorbs damage.
Will Awards
The Will points gained for defeating an enemy Talent is his
Base Will divided by 2.
Mental
Stability
Mines and unseen snipers cause a Cool + Mental Stability check. Failure does not cause Will loss,
but the character will either freeze or panic for 5 - Cool rounds. A number of Will points equal to the duration (or a
portion thereof) may be spent to overcome this.
Evasive
Maneuvers
Running (or driving) in an evasive pattern requires a Coordination + Dodge/Driving roll. The
speed of the character or vehicle is halved regardless of success or failure.
Success lowers the dice pool of the attackers by 1d. Evasive maneuvers are
ineffective against Spray and Area attacks.
Damage
A hit of width of 3+ does normal damage, and automatically
gets an effect off the Grisly Realistic
Physical Trauma list.
Having a hit location filled with Killing damage is not
instantly fatal unless the Killing damage goes into the red by Body x 2.
Otherwise, the character lives for Body minutes and can spend a Will point per
minute thereafter. Spending a single Will point will
also keep him conscious while he dies.
Revised Skills
I have a
problem with the loosely defined Skills in Godlike. I know it’s meant to be
nice and flexible and the concept worked well in Unknown Armies, but in a game where the primary focus is on the
military, it feels out of place. So here is my take on a revised skill
structure.
Skill Points
Each character receives 15 Skill Points which may be spent
on any Skills, subject to the character concept and the GM’s approval. For each
point of Brains over 2, an extra Skill Point is gained, which may only be spent
on Brains Skills.
A Skill’s maximum natural level is equal to its base stat. A
Skill may be raised to a maximum of one higher than the base stat at double the
normal cost and the expenditure of a Base Will point, representing the hard
work and force of will required to push beyond the
character’s physical limits.
Buying Up a Statistic
At character generation, a single Statistic may be raised by
one point, at the cost of 5 Skill Points. This may only be done once.
Skills that are listed with a [Type] designation require
that a specific sub-type of that Skill must be chosen. For example, the Small
Arms skill requires that a sub-type of Pistol, Rifle or Submachine gun must be
chosen. These sub-types are often related to each other, such that a character
that has one sub-type of a Skill may be similarly proficient in other sub-types
of the same Skill. For example, a character with Small Arms [Rifle] may have a
reasonable chance of using a submachine gun. The degree of proficiency is
determined by the Skill’s Relationship.
Tight related sub-types may be used as if the sub-type were
1d, but only if the Skill is 2d or more. For example, Small Arms [Rifle] 3d enables a Pistol to be fired at 1d. If the Skill is only 1d,
the related sub-type may still be used at 0d, i.e. no penalty is assessed.
Loose related sub-types may be used at 0d, i.e. there is no
penalty for not knowing the sub-type. This still enables characters to roll a
Stat for something that they may not ordinarily be able to attempt by virtue of
not possessing the sub-type. For example, a Weapon [Bayonet] 2d enables a
character to use a sword at 0d.
Referee’s Discretion (RD) related sub-types may be
substituted depending on the circumstances, at the Referee’s discretion and
with whatever penalty he dictates.
Specialties
The character may opt to declare a single specialty for a
Skill, at the cost of 1 Skill Point. Only one specialty may ever be chosen for
a Skill. If a successful use of the Skill falls within the specialty, the roll
may be influenced in one of two ways. The player may either make a 1 pip Height
shift or a +1 Width shift for purposes of determining the time taken for a
non-combat task. Note that a successful roll must be made before any adjustment
of the result can be made; a specialty can never adjust the dice to produce a
success.
In some cases, such as a Moving Target specialty, the
Referee may instead allow that a penalty is waived. A specialty only ever
applies to the character using the skill.
Example. Sgt. Wallace has Small Arms [Rifle]
and a specialty of Called Shot. Using the standard rules for called shots he
aims at the bottle of T-stof in Das
Rätsel’s right hand, and sets his target die to 5
(right hand). He gets 2x4 which would normally hit the left arm, but for his
Called Shot specialty which enables him to raise the Height by 1 to 2x5, and
hit the bottle squarely. Wallace could also have lowered the pips by one making
the roll 2x3.
Example: Pvt. Neville has Mechanics [Tracked] with a specialty of Repair. When his tank breaks down, he pulls out his tools, sets to work and manages a 3x5 success. Normally it would take 2 hours (5 minus the width of 3) to repair the tank, but thanks to his specialty, Neville is able to do the job in 1 hour.
Example: Cpl. Tomkins is standing
guard when a Brandenburger unit attempts to sneak into
the camp. The commandos manage a Height of 2x7 for their Stealth roll and Tomkins has only rolled 2x6 for his Sight check.
Fortunately, it’s after dark and Tomkins’ Sight Skill
has the Night specialty; he is thus able to shift the Height of his success to
2x7, spot the intruders and raise the alarm.
All characters receive a number of dice in Language (native
language) equal to their Brains. If the character’s native country has multiple
languages that are taught to children as a matter of course, then he receives
all the languages, e.g. Canadians receive English and French, the Swiss would
receive German and French, etc. To facilitate communication, all characters
receive a minimum of one die in the campaign language (usually English) for free.
If the character has completed schooling (to the equivalent
of high school), he receives 1 die of Education; if he has a tertiary
education, he receives a number of dice in Education equal to his Brains.
The Referee may assign the character a number of dice equal
to his Brains in a single skill relevant to his pre-war profession, e.g. a
bookkeeper may receive Business [Accounting], a carpenter may receive Craft
[Carpentry], a petty criminal may get Filch, and so
on. The dice limit of the governing Stat still applies; thus a criminal with
Coordination 2 and Brains 3, will only receive Filch 2. The Referee should
apply common sense when assigning a background skill; the intent is to provide
the character with a little flavor, not give them a leg-up on min-maxing.
Example: William Price (Brains 2) was born and raised in
Skill Packages
If the character is in the military, then he receives the Basic Training package, and may optionally purchase a Military Package that represents his function within the military. Only one Military Package may ever be purchased. The first time the Package is purchased, it costs 2 Skill Points and the Package structure must be followed.
Example: Bill joins up and is assigned to 4th
Armoured Brigade of 7th Armoured Division in
The same Package may be purchased a second time for the cost of 3 Skill Points; this allows any combination of 1d Skills contained within the Package to be selected. A Package can not be purchased more than twice.
Example: The player then decides to take purchase the
package for Bill a second time; this time it costs him 3 Skill Points and he
may choose 1d in any four Skills listed in the Package. Bill’s player selects
Heavy Weapons [Machinegun], Heavy Weapons [Cannon], Communication [Radio] and
Small Arms {Submachine gun].
Military characters may choose to purchase a Command
Package. A Command Package may only be purchased once and costs Will points
rather than Skill Points. Buying the package confers the rank and Skill
structure and puts the character in a position of both authority and
responsibility.
Military Packages
Basic Training Free
1d Weapon [Bayonet], Brawl, Dodge, Endurance,
First Aid, Small Arms [Rifle], Throw
Officer - 2nd Lieutenant 2 Will Points
1d Leadership, Tactics [type]
1d Choose two:
Business [Administration], Cryptography, Education, Intimidation, Language
[type], Small Arms [Pistol]
NCO - Sergeant 2 Will Points
1d Intimidation, Leadership
1d Choose two:
Weapon [Bayonet], Brawl, Communication [Radio], Dodge, Endurance, First Aid,
Heavy Weapons [Anti-Tank, Machinegun], Small Arms [Submachine gun], Tactics [type]
Infantryman 2 Skill Points
1d Endurance, Small Arms [Rifle]
1d Choose two: Athletics, Weapon [Bayonet], Brawl, Dodge, Small Arms
[Submachine gun], Survival [terrain], Throw
Infantry Support 2 Skill Points
2d Heavy Weapons [Anti-tank, Cannon,
Flamethrower, Machinegun]
1d Choose two:
Endurance, Mortar, Small Arms [Rifle, Submachine gun], Tactics [Land], Throw
Reconnaissance 2 Skill Points
1d Navigate [Land], Stealth
1d Choose two:
Athletics, Communications [Radio], Driving [Motorcycle, Tracked, Wheeled],
Forward Observer, Hearing, Riding, Sight, Swimming, Survival [terrain]
Armour/Motorised 2 Skill Points
1d Drive [Tracked, Wheeled], Heavy Weapons
[Cannon, Machinegun]
1d Choose
two: Communication [Radio], Drive [Tracked, Wheeled], Heavy Weapons
[Cannon, Machinegun], Mechanics [Tracked, Wheeled], Navigate [Land], Small Arms
[Submachine gun]
Artillery 2 Skill Points
1d Crewman [Artillery], Mortar, Navigate
[Land]
1d Choose
two: Communications [Radio], Driving [Tracked, Wheeled], Explosives
[Demolitions], Forward Observer, Heavy Weapons [Cannon]
Sniper 2 Skill Points
1d Small Arms [Rifle], Stealth
1d Choose two:
Engineering (Camouflage), Navigate
[Land], Sight, Survival [terrain], Tactics [Land]
Paratrooper 2 Skill Points
2d Parachuting
1d Choose
two: Athletics, Endurance, Navigate [Land], Small Arms [Submachine gun],
Survival [terrain]
Commando 2 Skill Points
1d Navigate [Land], Small Arms [Submachine
gun]
1d Choose
two: Athletics, Endurance, Explosives [Demolitions], Heavy Weapons
[Machinegun], Parachuting, Stealth, Survival [terrain], Throw
Combat Engineer 2 Skill Points
1d Engineering, Explosives [any]
1d Choose
two: Communications [Radio, Telephony], Electronics, Explosives [any],
Mechanics [Tracked, Wheeled]
Radioman 2 Skill Points
1d Communications [any], Cryptography,
Electronics
1d Choose one: Forward
Observer, Language [any], Navigate [any]
Medic 2 Skill Points
1d First Aid, Mental Stability (Carnage)
1d Choose
two: Athletics, Dodge, Health, First Aid, Medicine [Physician], Mental
Stability
Marine 2 Skill Points
1d Small Arms [Rifle], Swimming
1d Choose
two: Athletics, Bayonet, Brawl, Endurance, Heavy Weapons [Machinegun],
Navigate [any], Survival [terrain]
Sailor 2 Skill Points
1d Boating [any], Crewman [any navy], Swimming
1d Choose
two: Communications [Radio], Crewman [Artillery], Heavy Weapons [Cannon,
Machinegun], Navigate [Sea/Air], Survival [Sea], Tactics [Sea]
Fighter Pilot 2 Skill Points
2d Piloting [Fighter]
1d Navigate [Sea/Air]
1d Choose
one: Communications [Radio], Mechanics [Aircraft], Parachuting, Sight
Bomber Crew 2 Skill Points
1d Crewman [Bomber], Heavy Weapons
[Machinegun], Parachuting
1d Choose
two: Communications [Radio], Electronics, Explosives [Bombs], Mechanics
[Aircraft], Navigate [Sea/Air], Piloting [Heavy
Aircraft], Sight
Godlike Skill List
Base: Body
Athletics
Specialties: Climb, Jump, Run
Brawl
Specialties: Block, Boxing, Called
Shot, Club, Dirty, Wrestling
Endurance
Specialties: Alcohol, Carry, Cold,
Heat, Hiking, Lift
Health
Specialties: Disease, Healing,
Infections
Scuba
Specialties: Depth, Night
Sports [Type] - Loose
Baseball, Cricket, Football,
Specialties: Defense, History,
Offense, Strategy
Swimming
Specialties: Depth, Distance, Holding
Breath, Speed
Weapon [Type] - Loose
Axe, Bayonet, Garrote, Mace, Spear,
Sword, etc.
Specialties: Called Shot, Parry
Base: Coordination
Boating [Type] - Loose
Motor, Sail
Specialties: Evasion, Particular
Sub-type, Speed
Bow [Type] - Loose
Crossbow, Longbow
Specialties: Called Shot, Moving
Target
Dodge
Specialties: Cover, Hand-to-Hand
Driving [Type] - Loose
Tracked, Motorcycle, Wheeled
Specialties: Evasion, Particular
Sub-type, Speed
Filch
Specialties: Pickpocket, Shoplifting,
Slight of Hand
Heavy Weapons [Type] - RD
Anti-Tank, Cannon, Flamethrower, Machinegun
Specialties: Called Shot, Moving
Target
Parachuting
Specialties: Low-Altitude, Night
Piloting [Type] - Tight
Fighter, Glider, Heavy Aircraft
Specialties: Dogfight, Evasion,
Particular Sub-type, Speed
Riding
Specialties: Camel, Horse
Security
Specialties: Car Theft, Forced Entry,
Lockpicking, Safecracking
Small Arms [Type] - Tight
Pistol, Rifle, Submachine gun
Specialties: Called Shot, Moving Target
Stealth
Specialties: Night, Particular
Terrain, Quiet, Unseen
Throw
Specialties: Grenade, Knife, Sling
Base: Sense
Hearing
Specialties: Particular Terrain,
Mechanical Sounds, Night, Voices
Search
Specialties: Specific Terrain
Sight
Specialties: Long Distance,
Particular Terrain, Night
Smell
Specialties: Cordite, Decay,
Particular Odor
Taste
Specialties: Particular Foods, Wine
Touch
Specialties: Particular Substances
Base: Brains
Area Knowledge [Type]
Specialties: Sub-Area, Particular
Aspect
Business [Type] - Loose
Accounting, Administration, Economics, Finance
Specialties: Research, Theory,
Particular Field
Cryptography
Specialties: Codebreaking,
Theory, Particular Code
Communication [Type] - Tight
Radio, Telephony
Specialties: Jamming, Operation
Craft [Type] - RD
Carpentry, Cooking, Farming,
Leatherworking, Masonry, etc.
Specialties: Particular Style
Culture [Type] - RD
Arabic, French, German, etc.
Specialties: Art, Food, Music, etc.
Education
Specialties: Geography, History,
Latin, Math, Science, The Classics, Trivia
Electronics
Specialties: Radar, Radios
Engineering
Specialties: Camouflage, Defensive,
Demolitions
Explosives [Type] - Tight
Bombs, Demolitions, Mines
Specialties: Bridges, Buildings, Mine
Detection, Mine Laying, Mine Removal
First Aid
Specialties: Bleeding, Blunt Trauma,
Diseases/Infections, Fractures
Forensics
Specialties: Ballistics, Blood
Analysis, Fingerprinting
Forward Observer
Specialties: Artillery, Counter Fire,
Mortar
Games [Type] - Tight
Board Games, Cards, Gambling
Specialties: Blackjack, Cheating,
Chess, Go, Poker, etc.
Language [Type] - RD
English, French, German, Sign
Language, etc.
Specialties: Spoken, Written
Law [Type] - Loose
Civil, Criminal, International, Military, Specific Country
Specialties: Defense, Prosecution
Mechanics [Type] - Tight
Aircraft, Tracked, Wheeled
Specialties: Invention, Maintenance,
Repair
Medicine [Type] - RD
Pharmacy, Physician, Psychology, Veterinary
Specialties: Care, Diseases, Surgery,
Toxicology
Mortar
Specialties: Indirect, Moving Target,
Obscured
Navigate [Type] - Tight
Land, Sea/Air
Specialties: Cartography, Particular
Terrain
Science [Type] - RD
Archaeology, Astronomy, Mathematics,
Physics, Paleontology, Chemistry, Biology, Geology, etc.
Specialties: Research, Theory,
Particular Field
Social Science [Type] - RD
Anthropology, History, Linguistics, Literature, Philosophy,
Politics, Sociology, Theology
Specialties: Research, Theory,
Particular Field
Survival [Type] - Tight
Specialties: Food, Shelter, Tracking,
Trapping
Tactics [Type] - Tight
Air, Land, Sea
Specialties: Ambushes, Defensive,
Offensive
Base: Command
Crewman
Artillery, Bomber, Destroyer, Submarine
Diplomacy
Specialties: Bribery, Compromise,
Negotiation, Threats
Intimidation
Specialties: Physical, Mental
Leadership
Specialties: By Example, Inspire
Seduction
Specialties: Same Gender
Base: Cool
Art [Type] - RD
Architecture, Dance, Drawing, Instrument,
Acting, Poetry, Photography, Sculpture, Singing, Writing, etc.
Specialties: Theory, Particular Style
Disguise
Specialties: Gender Change, Impromptu
Forgery
Specialties: Counterfeiting, Official
Papers, Travel Documents
Lie
Specialties: Propaganda
Mental Stability
Specialty: Artillery, Carnage, Fire,
Mines, Pain, Tanks, Under Fire