Difference between revisions of "Bulletproof Blues 3e EN:Gifts"

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(Cybernetics)
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===Cybernetics===
 
===Cybernetics===
  
The character has one or more artificial limbs or organs. Under ordinary circumstances, these serve as ordinary replacements for the character's original biological parts. However, the character begins each game with one extra [[Bulletproof_Blues_3e_EN:Actions#Plot_Points|plot point]]. Cybernetics are a particularly good justification for a bonus die, an attribute surge, a power stunt, or even a retcon. (Who would have suspected that you had thought to store a tracking device in your cybernetic hand?)
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The character has one or more artificial limbs or organs. Under ordinary circumstances, these serve as ordinary replacements for the character's original biological parts. However, the player begins each game with one extra [[Bulletproof_Blues_3e_EN:Actions#Plot_Points|plot point]]. Cybernetics are a particularly good justification for a bonus die, an attribute surge, a power stunt, or even a retcon. (Who would have suspected that you had thought to store a tracking device in your cybernetic hand?)
  
 
Cybernetics can be obvious, but they do not have to be. The primary purpose of cybernetics is to be a prosthesis, and most people do not want to look like androids -- except, of course, actual androids, who may also buy this gift.
 
Cybernetics can be obvious, but they do not have to be. The primary purpose of cybernetics is to be a prosthesis, and most people do not want to look like androids -- except, of course, actual androids, who may also buy this gift.

Revision as of 12:10, 20 November 2019

Arrow up 16x16.png Contents

Gifts are exceptional abilities that a normal human can have, but that most humans do not have. In a game where the players are supposed to be portraying characters within the range of human possibility, they could probably purchase gifts, but not powers. The details of each gift are highly dependent on a character's background, so the player should work with the GM to flesh out these details. Each gift costs one character point. We suggest spending about 5 character points on gifts.

Typical Gifts

This is a list of typical gifts found in a Bulletproof Blues game. This list is not exhaustive. A character may well have an gift not listed here, subject to GM approval. However, any new gifts should be approximately as useful as these gifts, in order to maintain a sense of fairness with other characters.


Table: Typical gifts
Gift Benefit
Animal Empathy Use Diplomacy and Manipulation skills on animals
Blindfighting The character incurs fewer penalties when unable to see or hear
Connected Get a favour from an old friend -- or an old enemy
Cybernetics The character has one or more artificial limbs or organs
Elusive May base defense on Agility rather than Brawn in close combat
Famous Get attention, and perhaps favors, from strangers
Fascinating Get attention, and perhaps favors, from admirers
Hard Target May base defense on Brawn rather than Agility in ranged combat
Headquarters The character has one or more bases of operation
Indefatigable The character does not incur a penalty when injured
Leadership Spend plot points for others on the same team
Lightning Strike May use Agility for Close Combat attack rolls
Linguist Learn new languages with minimal effort
Master Plan Gain a tactical benefit if there is time to prepare for an encounter
Mental Calculator Solve complex mathematical operations by thinking about them
Minions Minor, mostly nameless lackeys of marginal usefulness
Perfect Recall Remember something perfectly with a Reason roll
Pro From Dover The absolute best in their field, whatever that is
Quick Change Change into superhero garb with a quick action
Second Identity The character has a second, completely legitimate identity
Sharpshooter Use weapons at longer than usual range
Sidekick The character fights more effectively alongside their mentor
Team Player Gain a bonus die when working with others
Tenacious May base defense on Presence rather than on Agility or Brawn
Unsettling Make people nervous for no real reason
Utility Belt Dependable access to small, ordinary items
Vehicles Sundry modes of fast and stylish transportation
Wealthy Solve problems with money


Animal Empathy

The character has a bond with animals, and can use Diplomacy and Manipulation skills on them. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a successful Diplomacy or Manipulation roll to keep the animal from attacking. A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a bonus die on Diplomacy and Manipulation rolls when interacting with that animal type.

Blindfighting

Normally, if an attacker can't see the defender, the attacker incurs a penalty die, and if a defender can't see the attacker, the defender incurs a penalty die. If an attacker has the Blindfighting gift, they do not incur a penalty die when they are unable to perceive the defender. If a defender has the Blindfighting gift, they do not incur a penalty die when they are unable to perceive their attacker.

Connected

"I know a guy." The character has a wide ranging network of friends, rivals, and former associates. From time to time, the character can contact one of these people, and have a reasonable chance of getting a favour from them. When the character wants to get a favour from someone, the player names the NPC and briefly describes how their character knows this contact. When the character meets their contact, they must attempt a moderately difficult (DV 3) Diplomacy (Presence) roll to see how their contact receives them. The GM may increase the difficulty or grant a bonus die on the player's roll, depending on the situation.

Cybernetics

The character has one or more artificial limbs or organs. Under ordinary circumstances, these serve as ordinary replacements for the character's original biological parts. However, the player begins each game with one extra plot point. Cybernetics are a particularly good justification for a bonus die, an attribute surge, a power stunt, or even a retcon. (Who would have suspected that you had thought to store a tracking device in your cybernetic hand?)

Cybernetics can be obvious, but they do not have to be. The primary purpose of cybernetics is to be a prosthesis, and most people do not want to look like androids -- except, of course, actual androids, who may also buy this gift.

Elusive

A character with the Elusive gift is fast on their feet and good at rolling with the punches. When making a Close Combat defense roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.

Famous

The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People who are impressed by celebrity may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers. If this is the case, the character gains a bonus die on relevant Presence rolls.

Fascinating

A character with the Fascinating gift is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favors from admirers. If this is the case, the character gains a bonus die on relevant Presence rolls.

Hard Target

When making a Ranged Combat defense roll, the character may substitute their Brawn for their Agility. The player may choose which attribute to use on a case by case basis.

Headquarters

The character has one or more bases of operation, equipped with supplies and equipment reasonable for the character's background and skills. If the character is a member of a team, the base(s) might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat, and is mainly used for flavor and a setting for roleplaying. For example, a high-tech base might have an air-tight security system, complete with laser turrets and knockout gas, but this won't keep the base from being broken into by pirates or taken over by a sentient computer virus.

Indefatigable

Normally, a character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character with Indefatigable is just as close to defeat, but they do not incur a penalty die for this condition.

Leadership

A character with the Leadership gift excels at bringing out the best in others, and other people are more effective with the character than they are alone. A character with Leadership can spend their own plot points on behalf of their teammates and allies. For example, this could be to help an ally do something the character with Leadership is not in a position to do, or to provide support for a teammate who is in trouble.

Lightning Strike

A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When making a Close Combat attack roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis. This can reflect the character's advanced advanced martial arts training, their superhuman