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Codex Albana: A Fantasy Setting/Hack Using Custom BRP Rules


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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 by Lloyd Dupont
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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 by DreadDomain
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