So I’ve decided to do something I’ve never done before: Write crunch. Yes, I am going to write up some rules. Now BRP does not have advantages so I’m also going to add them as I want players who fail to raise a skill after an adventure to get something, also BRP characters need some chrome to keep them apart. Something one player can do that the others can’t.
If a character successfully completes an adventure without managing to raise any skills they may choose an advantage. A player may forgo attempting to raise skills to choose an advantage. The advantage gained must be related to something they did in the adventure.
I’ve been reading [setting riff] Voices From Below and the Long Stairs [Great work by the way, I’ve been drawing a lot of ideas from it, just depressing as heck. Expect a post based on it soon] and the news so these may have a military theme to them, also given the source material some of thee may have a touch of a …bitter flavour to them. Sorry about that.
Some of these are fairly unloriginal I admit, but others I think are pretty cool. I admit a number of them are to help players start off new skills, or to give them a broader skillset. Others I managed to stick to my chrome idea. If you have any ideas please post them up!
Protect Your Own
“He may be a bastard, but he’s our bastard” -some solider in Highlander TV show
Requirement: Have lied to protect someone from serious harm at least 3 times OR have been a member of an insular group (Military, British bordering school, gang) where one would have reasonably lied to protect ones mates.
Bonus: You’ve lied to cover your friends/comrades/etc so many times it is second nature to you now. You get +20% on checks made to lie to protect someone.
Should I limit this more? ‘to protect someone from the consequences of their actions’?
Inspiration: Players lying to cover eachother, the behind the back messages in The Voices From Below and the Long Stairs, ‘Buddy codes’ and ‘Bro codes’ from many movies.
Acceptable Casualties
You’ve got so much innocent blood on your hands that you can justify just a bit more.
Requirement: In the course of the characters career they must have taken san loss equal to the maximum amount for killing an innocent person due to innocents dying in the course of the PCs mission
Bonus: You no longer suffer sanity loss for killing people as long as you can justify it for ‘The greater good’ (Stopping Cthuhlhu, Demogorgon, etc)
Inspiration: The news.
Our Boys are the Good Guys
Your side is the good guys right? They must have needed to blow up that bridge with civilians on it.
Requirement: Not sure. None? All you need is the ability to ignore things which much of the public seems to have during any war.
Benefit: You don’t need to make sanity checks for acts that are committed by your team members that you don’t directly observe or participate in. Even if your allies torture people to death as long as you aren’t there you can pretend it didn’t happen.
Inspiration: Also the news.
For the public good
Some things are just to much for the public to know
Requirement: Have lied to authority about mythos related activities at least 3 times
Benefit: You have been protecting the public from knowledge for so long you have gotten good at it. You get +20% to lie to conceal mythos activities.
Inspiration: Every piece of conspiracy fiction ever written.
Shall not be killed by a bullet
You’ve been shot so much you barely feel it anymore
Requirement: You must have been knocked unconcise my the weapon you choose
Benefit: Pick a manmade category of weapons: Guns, Blades, etc. You take one less point of damage per attack when struck by such weapons.
Inspiration: There was a western where a minor character made the above claim, though I can’t remember the title.
Fast on the Draw
You know that he who draws last doesn’t get a chance to try again
Benefit: You get +1 initiative rank above what you would normally get.
Inspiration: Westerns.
Bat Out of Hell
You’ve learned to run like the devils on your heels, as last time it was
Benefit: Your move speed is one point above normal
New Learning
It is never too late to teach an old dog new tricks
Benefit: Add 10% to 3 skills that were previously at default value.
Natural Prodigy:
“Why does one stop learning till he dies when it makes all lands and place his?”- Tiruvalluvar, Tirukkural: 397
Requirement: You must have succeeded on a check 3 times with a skill at default value
Benefit: Add 20% to that skill
I know it’s weakspot
“Hit them between the 2nd and 3rd set of arms, its armour is weak there!”
Requirement: You must have helped slay 3 of the target creature. You must have delivered at least one finishing blow yourself.
Bonus: You do 1 extra point of damage when attacking the target type of creature.
It’s my baby
Your baby won’t let you down when you need it
Pick one specific item. You gain +15% on roles using that item. If that item is destroyed or irretrievably lost you must spend 1 adventure familiarizing yourself with a new item. The new item may be a different type then the original. (For example if an investigators silver-plated .45 is lost they may grow more attached to their car)
Inspiration: Various places: Dresden’s Blue Bug in The Dresden Files. Various characters that are attached to one item. Players that want custom items that give them bonuses.
Master of the Muses
“The blessing of the muses inspires you” – Natania Barron
Benefit: You gain +10% in all art skills that are at default value.
Science!
Stand Back, I’m going to try SCIENCE!
Benefit: You gain +10% in every science skill that is at default value.
Inspiration: Pulp, XKCD
Disturbing Insight
But if that is true then that means….Lord above have mercy on our souls….
Benefit: Gain +5% to Cthulhu Mythos or Blasphemous Knowledge along with all associated benefits and penalties.
Eternally Cheerful
For myself I am an optimist — it does not seem to be much use being anything else. –Winston Churchill, November 9, 1954
Benefit: Gain 1 extra point of sanity at the end of every successful completed adventure. If every goal in the adventure is met gain an additional point of sanity. This benefit is not gained if player did not make an attempt to maintain an optimistic outlook.
I didn’t take nothing officer!
Wasn’t me govn’r, God’s truth!
Requirement: The character must have experience lying to such figures, either in backstory or play.
Benefit: You’ve lied to authorities so much it is now second nature. Gain +20% to checks to lie to people in significant position of authority over you. For example: Bosses, police, superior officers.
Inspiration: A number of books featuring thieves or streetkids.
Ladies Man/Seductress
“The names Bond, James Bond”
Benefit: Gain +15% to social roles when interacting with the opposite sex in a social setting or for other appropriate purposes at the DMs discretion.
Inspiration: Do I REALLY need to say?
Fast Learner
To look for something meaningful is the beginning of a life long search.
Benefit: Count all skills as 5% lower when rolling to increase them.
Blasphemous insight
Knowledge is power, power corrupts.
Requirement: At least 20% in Cthulhu Mythos/Blasphemous Knowledge
Benefit: At the end of any adventure you may sacrifice 5 sanity to attempt to raise one skill that you did not already attempt to raise.
So what does everyone think? Do you like the system? Are there any that you think are over/under powered? I am thinking of cross-posting this on RPG.net since I enjoy the discussion there, and would like more people to see it then the few who visit my blog. Heck, some might even visit my blog. Does anyone know rpg.net’s policy on such things?
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