Warlords Of Kruhl 4e EN:Gifts

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Gifts are exceptional abilities that a normal person can have, but that most people do not have. 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.

The character's first gift costs 1 character point. Buying an additional gift costs a number of character points equal to the current number of gifts, plus one. For example, buying a fourth gift costs 4 points.


Table: Gift cost
Quantity Cost
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 36
9 45
10 55


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 Type Benefit
Animal Empathy Skills The character can use Diplomacy and Manipulation skills on animals.
Attentive Combat The character is unaffected by distractions.
Bag Of Tricks Skills Dependable access to small, ordinary items.
Blindfighting Combat The character does not incur a penalty when unable to see or hear their opponent.
Blood Rage Combat Once per scene, the character can enter a trance-like state of bestial fury.
Bowler Combat The character can use Brawn for Ranged Combat rolls.
Connected Skills The character can make a Diplomacy roll to get a favour from an old friend -- or an old enemy.
Disarming Expert Combat The character can make a disarming attack without a penalty.
Elusive Combat The character can base their defense on Agility rather than Brawn in hand-to-hand combat.
Escape Artist Combat Once per scene, the character gains a +Template:KM4 SKILL BONUS skill roll bonus against a grapple or a lasting power.
Fascinating Skills The character may get attention, and perhaps favors, from admirers.
Hard Target Combat The character can base their defense on Brawn rather than Agility in ranged combat.
Leadership Combat Once per scene, the character can grant a +Template:KM4 SKILL BONUS skill roll bonus to an ally.
Lightning Strike Combat The character can use Agility for Hand-to-hand Combat rolls.
Linguist Skills The character can learn new languages with minimal effort.
Master Plan Combat The character's allies can gain a tactical benefit if there is time to prepare for an encounter.
Mental Calculator Skills The character can solve complex mathematical operations by thinking about them.
Perfect Recall Skills Once per scene, the character may perfectly remember any event, document, recording, etc.
Pro From Dover Skills The character is the absolute best in their field, whatever that is.
Quick Change Skills The character can clothes (or change into an Alternate Form) with a quick action.
Ranged Disarm Combat The character can make a disarm attack at range.
Scrounger Skills The character can survive on what they find.
Second Identity Skills The character has a second, completely legitimate identity.
Sharpshooter Combat The character can ignore a defender's bonus from being prone or having cover.
Team Player Combat Once per scene, the character can gain a +Template:KM4 SKILL BONUS skill roll bonus when combining effort.
Underwater Combat Combat The character does not incur a penalty when fighting underwater.
Unsettling Skills The character may make people nervous for no real reason.
Whirlwind Attack Combat The character can make a sweep attack without a penalty.


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 +Template:KM4 SKILL BONUS skill roll bonus on Diplomacy and Manipulation rolls when interacting with that animal type.

Once per scene, A character with Animal Empathy can befriend a normal animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.

Attentive

Normally, a distracted character suffers a -Template:KM4 SKILL BONUS penalty on their next skill roll or their next defense, whichever comes first. A character with Attentive is unaffected by such distractions, and does not incur a penalty.

Bag Of Tricks

The character carries a bag, belt, or backpack with a number of small, ordinary items. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.

Blindfighting

Normally, a character who can't perceive their opponent has great difficulty in combat. If a character has the Blindfighting gift, they do not incur any of these penalties.

Blood Rage

Once per scene, the character can enter a trance-like state of bestial fury. While in a blood rage, the character gains a +Template:KM4 SKILL BONUS bonus on all Hand-to-hand Combat rolls, but they incur a -Template:KM4 SKILL BONUS penalty on all other rolls, as well as on their hand-to-hand and ranged defense. Additionally, a character in a blood rage gains a +Template:KM4 SKILL BONUS bonus to their Mental Combat defense.

Bowler

A character with Bowler can heave projectiles with deadly accuracy. When making a Ranged Combat roll, the character can substitute their Brawn for their Agility. The player may choose which attribute to use on a case by case basis.

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 12) Diplomacy (Presence) roll to see how their contact receives them.

Disarming Expert

Normally, when making a disarming attack, the character incurs a -Template:KM4 SKILL BONUS skill roll penalty. A character with Disarming Expert can make a disarming attack without incurring a penalty.

Elusive

A character with the Elusive gift is fast on their feet and good at rolling with the punches. When in hand-to-hand combat, the character can base their defense on their Agility instead of on their Brawn. The player may choose which attribute to use on a case by case basis.

Escape Artist

A character with the Escape Artist gift is a slippery target. Once per scene, the character gains a +Template:KM4 SKILL BONUS skill roll bonus against a grapple or a lasting power. The player may decide to gain the bonus before or after the dice are rolled.

Fascinating

A character 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 favours from admirers.

Hard Target

When in ranged combat, the character can base their defense on their Brawn instead of on their Agility. The player may choose which attribute to use on a case by case basis.

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. Once per scene, the character can grant a +Template:KM4 SKILL BONUS skill roll bonus to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.

Lightning Strike

A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When making a Hand-to-hand Combat roll, the character can substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.

Linguist

A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.

Master Plan

Once per scene, a character with Master Plan is able to gain a tactical benefit at a time and place they choose. The form this takes can vary, and should be negotiated between the player and the GM, but a relatively typical use of a Master Plan would be to grant the character or one of their allies a +Template:KM4 SKILL BONUS skill roll bonus to be used at a time of their choice during the conflict.

Mental Calculator

The character can perform complex mathematical calculations in their head in the same amount of time that a skilled mathematician could perform the same calculations on a powerful computer. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.

Perfect Recall

Once per scene, the character may perfectly remember any event, document, recording, etc., which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.

Pro From Dover

A character with the Pro From Dover gift can choose a specific, narrowly-defined professional, scholarly, or technical field in which they are an undisputed expert. When answering a question or performing research related to their specialty, they gain a +Template:KM4 SKILL BONUS skill roll bonus.

A character may only be the Pro From Dover in a single narrowly defined noncombat specialty, and each player character with the Pro From Dover gift should choose a different specialty.

Quick Change

The Quick Change gift is usually possessed only by superheroes and stage magicians. Quick Change enables a character to change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. Additionally, a character with Quick Change and the Alternate Form power can change forms once per round with a quick action.

Ranged Disarm

A character with Ranged Disarm can make a disarm attack at range. A ranged disarm attack requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. As with hand-to-hand disarming attacks, the attacker suffers a -Template:KM4 SKILL BONUS penalty on the roll.

Scrounger

You can survive off the grid, whether you are in the wilderness or in an urban environment. You can find shelter, food, and personal essentials enough to provide for yourself and a small number of friends. In a populated area, you can always find useful items by asking around and keeping your eyes open.

Second Identity

The character has a second, completely legitimate identity. The character's second identity is completely documented and will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.

Additionally, the character can make a moderately difficult (DV 12) Finesse (Reason) roll to produce proof of a new but ordinary identity, appropriate to wherever they happen to be.

Sharpshooter

A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender is prone or has cover, they normally gain a bonus to their defense. A character with the Sharpshooter gift ignores a defender's bonus from being prone or having cover.

Team Player

A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. Once per scene, a character with the Team Player gift can gain a +Template:KM4 SKILL BONUS skill roll bonus when working alongside allies. The player may decide to gain the bonus before or after the dice are rolled.

Underwater Combat

Normally, engaging in combat underwater imposes a -Template:KM4 SKILL BONUS skill roll penalty. A character with the Underwater Combat gift does not incur a penalty for fighting underwater.

Unsettling

The character is able to put off a disturbing vibe that makes people nervous for no discernible reason. Strangers will find themselves disliking the character without knowing why, and normal animals will avoid the character unless forced to approach by a trainer or some other circumstance.

Whirlwind Attack

Normally, when making a sweep attack (attacking everyone within reach of the character simultaneously), the character incurs a -Template:KM4 SKILL BONUS penalty on each roll. A character with Whirlwind Attack can make a sweep attack without incurring a penalty.