Godlike – Lebenszyklus (“Lifecycle”)

   From the Beer Hall Putsch until the Allied Victory, the rise and fall of the Third Reich spanned some twenty-two years. In the great sweep of time, against the backdrop of ten thousand years of European development, a mere moment – come and gone in a blink of history.

   In the life of a boy on the verge of manhood, enough time to see the hailing of a national hero, to trust in the bright promises of Der Fuhrer, to take up a career, and to discover some of the many flaws in that leaders vision.

   Ewald Hardt was grew up in Hitler’s Germany, loyal to his country, to his party, and to his Fuhrer. Studious enough, he followed an early interest in plants and animals into a career in the life sciences. Admittedly, animal breeding, veterinary work, and agriculture was not as exciting a career as many – but it was as vital to the fatherland as it was to every other country in the world.

   When the RuSHA-SA went looking for “researchers”, they packed their organizational chart with fanatics, true believers, and pseudo-scientists – but some basic skills were needed in the search for practical details, regardless of how pre-determined the “theoretical basis” of the work might be. Laboratory technicians and such were always required.

   Initially, Hardt – who’s experience lay in animal husbandry – saw little reason to doubt the “facts” he was presented with, and threw himself into the attempt to uncover and document the genetic and physical underpinnings of the Ubermenschen phenomena. His determination to directly serve his childhood heros by finding the information they sought drove him.

   In fact, it drove him strongly enough that he developed a talent of his own – and that talent showed him that his superiors and heroes were wrong. There were genetic differences between the races, but they were merely variations on the common human theme. There was no genetic, or physiological, basis for the Ubermenschen; their power was purely mental. He documented his results – and found that his naive faith in the power of truth was wrong; where truth conflicted with ideology, his superiors insisted that it was truth that should give way.

   Hardt destroyed his report – and quietly transferred back to agriculture and production, where he could actually accomplish something – using his power to heal, to analyze diseases, to produce cures and vaccines, and to otherwise assist the people of Germany.

   The world of Godlike may not have any true “super-science” – that is to say, actual sciences that violate natural laws – but it can indeed have everything which actually is possible, even if we in 2010 don’t have it yet. Ewald Hardt isn’t a combatant – but he is and will be a major asset to either side. As a single example, vaccines often require decades to develop. Hardt can analyze a disease, design a vaccine, and create a quick-growing mold that produces the stuff inside of an hour – and have the stuff shipping out within a week. Whatever side gets a hold of him – either during or after the war – will have a major advantage. That’s more open than it seems on the surface; he’s lost confidence in Germany’s leadership – and would find the death camps totally insane (and horrible), since he know’s there’s no rational basis for them.

   In addition, like other characters with practical, lifesaving, powers, Hardt can be expected to gain will quite quickly; there are plenty of dying people to save, both on an individual and a mass basis. He’ll have ten hard dice of biologically-focused hyper-brains soon enough – and be expanding his other powers as well.

   Lebenszyklus (“Lifecycle”)

   Attributes (12): Body 2, Coordination 1, Sense 1 (2 after self-enhancement), Brains 3 (8), Command 2, Cool 3 (4 after General Talent Experience, 5 with Hyperstat).

  • Skills (20 + 1 Brains + 7 General Talent Experience):
    • Body: Athletics 1.
    • Coordination: Dodge 3.
    • Sense: Sight 3, Listen 1.
    • Brains: Biology 2, Education 3, First Aid 2, Genetics 2, Language (German 3 [Free], English 2, French 1, Latin 1), Medicine 2.
    • Command:
    • Cool: Mental Stability 4.

   Talent Basics:

  • Quirks (up to 5): Humanitarian (2), Disillusioned about his political leaders (2), Dedicated to Science (1), Very reluctant to use violence (does not count), Finds it difficult to resist healing people who need it (does not count).
  • Will Base: 2 Command + 4 Cool + 9 (remainder of base 25, see initial powers note) +5 (quirks) = 20. Starts at 17 will, since three have been spent on his powers.

   Talent Powers (16 Initial Will + 20 from General Talent Experience +3 from base = 39):

  • Hyper-Brains (5D, 5) (Base 2/5/10), only for life-science related purposes (-1/2/4).
  • Hyper-Cool (1D, 2) (Base 2/5/10)
  • Genetic Manipulation (2D + 2 HD, 6) (Robust, Useful Outside of Combat, Base 3/6/12), No Upward Limit (only for the number of targets, +1/2/4), May provide long-term bonuses (providing a total of up to [1 + Check Width/2] special physiological enhancements, such as +1 to an attribute [to a maximum of four], immunity to a group of toxins or diseases, improved nightsight, or some similar enhancement [+2/4/8]) as genetic modifications (although this takes at least a month to take effect in higher organisms), requires a Genetics skill check to properly analyze a genetic pattern before a power roll can be made to modify it (-1/2/4), genetic modifications are accomplished by telekinetic manipulation of the chromosomes (as a batch), but can be undone by any other talent who touches the target and spends a point of will until the genes have been reproduced by normal cellular processes – a process which may require some months in higher organisms even when they are genetically reprogrammed to do so (-1/2/4), Glow (-1/2/4), and Loopy (-2/-4/-8) (unfortunately, the sheer amount of information that this ability provides so quickly – the complete genetic makeup of a target organism – is enough to overload even a hyperbrain).
    •    This ability allows Hardt to analyze and modify genetic patterns, and thus create designer organisms – plants that produce particular medicines or other compounds, symbiotic microbes that allow humans to digest cellulose, fungi that produce vaccines for diseases that he’s just encountered, crops that grow under difficult conditions, improved livestock, and ten thousand other items – and to do it in mere minutes.
    •    Of course, it’s best used in the very earliest stages of development – preferably within the first few divisions after fertilization in higher organisms. Such modifications aren’t enough to create true super-beings, but improvements can certainly be made.
    •    Modifications to existing organisms are more difficult, since you have to include the programming necessary to apply them as well as the basic modifications to the genome, but Hardt can still cure various genetic defects, reverse the aging process, induce immunities, and provide a wide range of other benefits – or induced problems.
    •    This is also the power that revealed to him that the official theories of the RUSHA-SA were a complete load of rubbish.
  • Tissue Manipulation (2D + 2 HD, 6) (Attacks, Robust, Useful Outside of Combat, Base 4/8/16), No Upward Limit (only for the number of targets, +1/2/4), allows “Medical Attention”, including pretty much any form of “surgery” or “microsurgery” within the limits of the user’s skill to be provided in minutes in the field, rather than in hours in a hospital (+1/2/4), requires a successful Medicine skill check to analyze an organism – and any problems it may have at the moment – before problems can be treated and any modifications made (-1/2/4), Glow (-1/-2/-4), Nervous Habit (must gesture, -1/2/4), and Go Last (-2/-4/-8).
    •    This power allows Hardt to perform gross tissue manipulations, ranging from plastic surgery to melding, rejoining, and reshaping bone. Note that this ISN’T related to “Healing” in the Talent sense; this is – once again – simply a telekinetic function.
  • Biochemical Manipulation (2D + 2 HD, 6) (Attacks, Robust, Useful Outside of Combat, Base 4/8/16), No Upward Limit (only for the number of targets, +1/2/4), allows both the synthesis and breakdown of various substances (+1/2/4), requires a successful Medicine skill check to analyze an organism – and any problems it may have at the moment – before problems can be treated and any modifications made (-1/2/4), Glow (-1/-2/-4), Nervous Habit (must gesture, -1/2/4), and Go Last (-2/-4/-8).
    •    This power allows Hardt to manipulate his target’s biochemistry, provide life support on the cellular level, and manipulate hormone levels.
  • Extra Tough +1 Level (4)
  • Healing (10D, 10) (Base 3/6/12): Hardt’s power is sufficient to regenerate lost limbs and organs, remove stress, and cure diseases (totaling +4/8/16), Go Last (-2/4/8), Glow (-1/2/4), Nervous Habit (must gesture, -1/-2/-4), and Interfere (-2/-4/-8)
    •    Hardt really doesn’t like this power much. With most of his powers, he can understand what’s going on; this one – even if it is fundamental to all the others – you simply wish for people to get better, and they do. He’s fully aware that wishing-makes-it-so is the fundamental basis of all Ubermenschen talents, but he still doesn’t think that the universe SHOULD work that way.

   Initial Powers: +2 Hyper-Brains (2), +1 Hyper-Cool (2), +2 HD Genetic Manipulation (4), 1D Tissue Manipulation (1), 1D Biochemical Manipulation (1), Extra Tough I (4), and Healing 2D (2).


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