Lloyd Dupont Posted November 3, 2021 Share Posted November 3, 2021 (edited) just read last post.. I might be totally out of topic.. 😮 3 hours ago, Zenith Comics Presents... said: Does anyone have any links or resources to recommend for cool "abilities" that they can get as they get better to help them feel more special? I think there is a game.. blood tide is it? that has lots of stunts... it's how BRP usually call this kind of thing... or heroic ability (if you look at legend by mongoose) of course everyone's taste is different and I made my own list (which has its own quirks and costs) I am going to paste my own home brew list below.. side note (not in the copy pasted list) each character has about 2~6 SP or Stamina Points usually (more for heroic characters of course) and the number of stunt is intentionally low.. it's mean to be a free INT sink and a vague character differentiator, not meant for higher power play.. feel free to be inspired and tweak Quote Specialisation Slots Some things need specialisation slots to be learned. Such as Psionic powers (2 slots each), item or drug blueprints (1 slot each), stunts (usually 2 slots, or 1 slot if it involve items) or some skill specialisation, like racial anatomy (usually 1 slot). Each character has INT specialisation slots, or INTx2 for creative race. Learning a new specialisation only take 1 week training with someone proficient. Or perhaps is free if topical for the character. When no free slot is available, the character needs to forget something else before acquiring this new knowledge or ability. Stunt Stunts are special move, typically combat oriented, that can be learned to increase effectiveness and specialisation. They typically cost 1MP (magic point) or 1 SP (stamina point) and take effect immediately and for that round only. Any number of different stunts can be used every round, i.e., not the same stunt multiple times. SP or MP need be strictly positive. If SP are 0 or less, Fate Point can be used instead, if direly needed. Deadly Duelist Slots: 2, Cost 1SP. Gain +1 effect on a successful attack. Dirty Trick Slots: 1, Cost 1MP, 1 action. Instead of a normal attack the character throw something or somehow confuse the enemy for the rest of the round if succeeding and INT vs INT resistance roll. Don’t Quit Slots: 1, Cost 1MP, 1 action. On a successful speech skill, can cancel a status effect on a nearby ally (POW meter) for 1 round, such as bleeding, confused, on fire, tired (2 levels). Feint Slots: 2, Cost 1SP. Inflict 30% malus to an opponent’s defensive skill. Flashing Parry Slots: 2, Cost 1SP. Cancel one cumulative -30% malus for reactions. Flurry of Blow Slots: 2, Cost 1SP. Can do another attack 15SR later, with the reaction malus. Flying Parry Slots: 2, Cost 1SP. On a successful parry, can move away MOV meter, effectively disengaging totally and safely. Impervious Mind Slots: 2, Cost 1MP. When submitted to a mental attack that dominate or stun. Gain 1 advantage roll. Inspiring Boost+ Slots: 2+1 per additional level, Cost 1MP+, 1 action. On a successful speech / culture roll can restore 1SP+ to a nearby ally (POW meters). The ally can only benefit from that effect once between rest / fights. This can be taken multiple time (i.e. use multiple slot) to restore more SP (up to the number of slot), at the cost of more MP. Quick Draw Slots: 1, Cost 1MP. Gain the +5SR initiative on gun weapon even when surprised and not ready. Mighty Blow Slots: 2, Cost 1SP. Add +1D6 damage to a melee attack. Nimble Escape Slot: 1, cost 1Sp. On a successful acrobatic skill can disengage at full speed without causing attack of opportunity. Pistol Proof Slots: 2, Cost 10MP, 1SP, 1 action. All ranged single target attack aimed at the character this round miss. Resilient Slots: 2, Cost 1SP. Automatically succeed Endurance roll on serious wound. Skill Expertise [Skill]++ Slots: 2+1 per extra level in the same skill, Cost 1MP. When the selected skill fails, they can roll again with hard penalty (half the skill) for success. Only work for skill that can be pushed, i.e. non-combat, non-instantaneous skills. The stunt can be taken multiple time to permit multiple rolls. Skill Mastery [Skill] Slots: 2, Cost 1MP. Half the time and other resource it takes to perform a skill. Only work on skill that can be pushed, i.e. non-instantaneous, non-combat skills. Must have for crafting. Take Down Slots: 1, Cost 1SP. In case of a successful melee attack, a successful DEX vs DEX roll will put the enemy down. Taunt Slots: 1, Cost 1MP, 1 action. Insult an enemy, that need to understand you. On a successful speech roll, If APP vs INT roll is won, the enemy is destabilised and suffer -20% penalty to actions for 1 round. (it’s effectively an aura attack) Tough Slots: 2, Cost: 1SP. Can absorb some damage of an attack. On a successful Endurance roll, reduce damage by 3, on a special no SP is lost on a normal failure (not fumble) not SP is lost either. This does not negate any special effect like bleeding or drug. That wasn’t so bad Slots: 1, Cost 1SP. Turn a melee combat fumble into a simple normal failure. Watch Out Slots: 1, Cost 1MP, 1 action. On a successful speech skill roll, give a nearby ally (POW metres) a +30% defence bonus for this round.  Edited November 3, 2021 by Lloyd Dupont 2 Quote Link to comment Share on other sites More sharing options...
DreadDomain Posted November 3, 2021 Share Posted November 3, 2021 (edited) 11 hours ago, Zenith Comics Presents... said: Does anyone have any links or resources to recommend for cool "abilities" that they can get as they get better to help them feel more special? Pulp Cthulhu has 40ish talents Blood Tide (ebook) (chaosium.com) has a list of 50+ stunts Mythras has a list of gifts and combat style traits Something that I believes makes characters unique and special are motivations, personality, values, connections and background traits that could be rated (as they are in Pendragon and RuneQuest) or simply stated (as they are in Call of Cthulhu). When they are only stated, they are good tools to a) understand the character, b) use them as story element or flavour, c) use them as a justification for a mechanical benefit (bonus die, push die) or drawback (penalty die, hard check). Edited November 3, 2021 by DreadDomain 1 Quote Link to comment Share on other sites More sharing options...
Zenith Comics Presents... Posted July 8 Author Share Posted July 8 Casting Raise Thread on this one... So I ran using Palladium Fantasy, but that was scratching the itch, so I am looking at CoC 7e again, I've also got Jackals, Pulp Cthulhu, and Cthulhu Dark Ages. Ultimately I am going to have to figure it all out and hammer it together. Is there a Cthulhu Dark Ages character sheet out there? Anywho, will be posting more as I go along. Peace, love, geek 1 Quote =-=-=-=-=-=-=-=-=-=-=-=-=-= Visit the Zenith Comics Patreon Link to comment Share on other sites More sharing options...
Zenith Comics Presents... Posted July 9 Author Share Posted July 9 So for those who want to see where we are at thus far; (please remember we were using Palladium Fantasy 2e) Â There are 5 episodes so far, with the 5th coming in August. As for how to adapt CoC 7e in this case, I will be diving into that more this coming week or so, just waiting for my books to arrive. :)Â Please feel free to ask any questions you might have between now and then. Peace, love, geek. Quote =-=-=-=-=-=-=-=-=-=-=-=-=-= Visit the Zenith Comics Patreon Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.