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Talent powers took every conceivable form in the World War II of Godlike, but statisticians quickly realized that a few powers were the most common. Most frequently seen were superhuman strength and/or toughness, then various forms of telekinesis or flight. Attack powers, super stealth, and the ability to cancel out other Talents appeared with some frequency as well.
This tool takes those observations into account. If you’re running a Godlike game and want to generate an NPC Talent’s powers from scratch, simply roll a few dice and jot down the results. It works for Talents with 10 or more Will points and for individual powers worth up to 25 Will points.
STEP ONE (at 10 Will Points): Roll 1d for Power Type, below.
STEP TWO (roll once per 5 Will Points beyond 10):
(1-5) Add 5 to the Will points value of the power you just rolled. Results are not cumulative; use the entry for the next-highest Will point value. If the power is already at 25 Will points, treat this as a roll of 6-10.
(6-10) Add 5 to Base Will. If you get this result twice in a row, disregard both instances and add a new power instead.
Power Type
(1) CONTAINMENT
- 10 Will: Containmend 5d (Interfere; No Liquids of Gas)
- 15 Will: Containment 5d (Interfere)
- 20 Will: Containment 5d (No Liquids or Gas)
- 25 Will: Containment 5d
(2) EXTRA TOUGH
- 10 Will: Extra Tough 2; +2 Base Will
- 15 Will: Extra Tough 2; +2 Base Will; Regeneration 5d (Only Shock)
- 20 Will: Extra Tough 2; Regeneration 4d
- 25 Will: Extra Tough 3; Regeneration 4d; +1 Base Will
(3) FLIGHT
- 10 Will: Flight 3d (Running Start); +1 Base Will
- 15 Will: Flight 5d (Running Start)
- 20 Will: Flight 5d
- 25 Will: Flight 5d (Power Stunt: Fast +5d)
(4) HARM
- 10 Will: Harm 3d (No Defends Quality; Jumpy); +1 Base Will
- 15 Will: Harm 5d (No Defends Quality; Jumpy)
- 20 Will: Harm 5d (No Defends Quality)
- 25 Will: Harm 5d
(5) HEAVY ARMOR
- 10 Will: Heavy Armor 1 (Ablative); Extra Tough 1
- 15 Will: Heavy Armor 1; Extra Tough 2
- 20 Will: Heavy Armor 2 (Ablative); Extra Tough 2
- 25 Will: Heavy Armor 3; Extra Tough 1
(6) HYPERBODY
- 10 Will: +5d Body
- 15 Will: +5d+1hd Body
- 20 Will: +5d+1wd Body
- 25 Will: +5d+1hd+1wd Body
(7) STEALTH
- 10 Will: Fade 5d (Visible Up Close)
- 15 Will: Fade 5d
- 20 Will: Invisibility 5d
- 25 Will: Invisibility 5d (See While Invisible)
(8) SUPER SPEED
- 10 Will: Super Speed 10d (Attached to Body, or Flight if applicable; Slow Braking)
- 15 Will: Super Speed 5d (Attached to Body, or Flight if applicable)
- 20 Will: Super Speed 6d (Attached to Body, or Flight if applicable); +2 Base Will
- 25 Will: Super Speed 8d (Attached to Body, or Flight if applicable); +1 Base Will
(9) TELEKINESIS
- 10 Will: Telekinesis 3d (Clumsy; Weak); +1 Base Will
- 15 Will: Telekinesis 5d (Clumsy; Weak)
- 20 Will: Telekinesis 5d (Weak)
- 25 Will: Telekinesis 5d
(10) UNUSUAL POWER
- 10 Will: Roll 1d for an unusual power worth 10 Will
- 15 Will: Roll 1d for an unusual power worth 15 Will
- 20 Will: Roll 1d for an unusual power worth 20 Will
- 25 Will: Roll 1d for an unusual power worth 25 Will
UNUSUAL POWERS—10 WILL
- (1-2) Go First 1 with the Combat Precognition extra
- (3-4) Multiple Actions 1
- (5-6) Rapport 5d
- (7-8) +5d in any one Hyperstat
- (9-10) +7d and +1hd in any one Hyperskill
UNUSUAL POWERS—15 WILL
- (1) Block 5d
- (2) Dampen 5d
- (3) Dead Ringer 5d
- (4) Ghost 5d
- (5) Healing 5d
- (6) +5d and +1hd in any one Hyperstat
- (7) Perception (one specific type) 5d
- (8) Precognition 5d
- (9) Regeneration 5d
- (10) Stun 5d
UNUSUAL POWERS—20 WILL
- (1) Alert 5d
- (2) Break 5d
- (3) Detection 5d
- (4) Fetch 5d
- (5) Go First 2 with the Combat Precognition extra
- (6) Immunity 5d
- (7) Instant Death 3hd; +2 Base Will
- (8) Multiple Actions 2
- (9) Side Step 5d
- (10) Zed 5d
UNUSUAL POWERS—25 WILL
- (1) Aces 5d
- (2) Affinity 5d
- (3) Bind 5d
- (4) Create (one element or simple phenomenon) 4d with the Greedy flaw; +1 Base Will
- (5) Go First 3; +1 Base Will
- (6) +5d, +1hd, and +1wd in any one Hyperstat
- (7) Jinx 5d
- (8) Perception (feelings, intent, or another non-physical phenomenon) 5d
- (9) Teleportation 5d
- (10) Roll 1d:
- (1) Alternate Form 5d
- (2) Control 5d
- (3) Disintegration 5d
- (4) Goldberg Science 5d
- (5) Psychic Artifact 5d
- (6) Sidekick 5d
- (7) Thought Control: Projected Hallucination 5d
- (8) Time Fugue 5d
- (9) Transform 5d
- (10) Transmutation 5d
Example: John and Kevin are new players joining a GODLIKE game, and they don’t have time to generate Talents from scratch. They pick up some dice. The GM says they have 25 Will points to spend.
John’s first roll comes up 3: Flight 3d, with the Running Start flaw, and a +1 bonus to Base Will. That covers the first 10 Will points in his budget. John rolls the die three more times for 1, 4, and 3. 1: Add 5 to the last power; that changes it to Flight 5d with the Running Start flaw, but he loses the +1 Base Will bonus. 4: Add 5 to the last power; that changes it to Flight 5d, without the flaw. 3: Add 5 to the last power; that makes it Flight 5d with the Power Stunt of Fast at +5d. He rolls 5d to fly and can reach speeds up to 150 mph.
Now Kevin rolls. The first die comes up 4: Harm at 3d, with no Defends quality and the Jumpy flaw, and +1 Base Will. Next he rolls 9, for +5 Base Will. Then 5, which makes the existing Harm power 5d (still Jumpy) but removes the +1 Base Will. Then 9, for +5 Base Will again. Kevin has a total of +10 Base Will and a Harm power — Kevin decides it’s a deadly jet of sparks — that costs 15 Will points.
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