Blaf

 

MBlaf

Page history last edited by benji 2 yrs ago

Thoughts on an engine not designed to replace LBlaf, but perhaps just as an alternative.

 

Character Attributes

 

  • Athletics: +1 DP to Athletics rolls
    • Acrobatics: No additional roll is required to successfully perform an aerial flip or maneuver
      • Agility: +1 DP to movement-based Athletics rolls; requires Sprinter
      • Wall Jump: Character may perform an additional jump from a vertical wall. All wall jumps are performed at a -1 DP penalty
      • Windrunner: No movement penalty is incurred from large obstacles (e.g. climbing ladders, alleyways between rooftops, sliding under a moving vehicle, etc.); requires Hurdler
    • Sprinter: Character always garners at least one success while running if she does not botch the roll
      • Alacrity: +1 AP each round; requires Combat
        • Acceleration: +1 AP each round; requires Wits
      • Hurdler: No movement penalty or roll is incurred by small obstacles (e.g. hurdles, logs, railings, etc.)
    • Contortionist: Character may have full movement flexibility without pain or damage
      • Escape Artist: If the character becomes grappled, each successive escape attempt after the first incurs a cumulative -1 DP penalty for the captor; requires Combat
    • Brutal Strength: Character always inflicts at least 3 damage (before armor) upon any successful melee attack; requires Combat
      • Might: +1 DP to strength-based athletics rolls; requires Grip
    • Grip: Character may attempt to lift solid objects, regardless of how large or ungainly they are
    • Pack Mule: Character incurs no weight penalty to movement or agility

 

  • Combat: +1 DP to combat rolls
    • Brawling: +1 DP to bare-handed Combat rolls; requires any two of the following: Chain, Disarm, or Underhand
    • Chain: After the character's first successful brawling attack in a round, the character's successive brawling attacks require one less AP to perform
    • Disarm: The character may attempt to disarm armed assailants without the standard -2 DP penalty
    • Evasion: If the character has more AP than her assailant during a dodge, she may spend 1 additional AP to roll an additional die
    • Improvisation: Character may use improvised weapons in combat without the -3 DP penalty. Weapons which are thrown can also be used without the -3 penalty
    • Melee Weapons: Character does not take the -1 DP penalty for using melee weapons in which she is unskilled
    • Mounted Combat: Character may engage in mounted combat without the standard -3 DP penalty; requires Animals if mount is an animal
      • Joust: +2 DP when engaging in mounted melee attacks
    • Ranged Weapons: Character does not take the -3 DP penalty for using melee weapons in which she is unskilled
    • Reflexes: +1 DP to defensive Combat rolls; requires two of the following: Evasion, Trench Training, Unbalance
    • Trench Training: Character always has at least two marks when defending from gunfire by using cover so long as she rolled any marks at all
    • Unbalance: Character's parries which beat melee attacks by 2 or more marks drain 1 AP from the attacker
        • Riposte: Character's parries which beat melee attacks by 2 or more marks may be instantly followed by a counter-attack for one less AP than normal
    • Underhand: Character may perform a brawling attack at a -1 DP penalty while describing a particularly underhanded blow. Any successful attack under this condition drains 2 AP from the victim
    • Weapon Proficiency: +1 DP to Combat rolls using a specified weapon; this block may be acquired multiple times if a new weapon is chosen each time; requires any two of the following: Improvisation, Melee Weapons, or Ranged Weapons

 

  • Etiquette: +1 DP to Etiquette rolls
    • Composure: +1 DP to composure-based Etiquette rolls; requires any two of the following: Just Act Normal, Poise, Old Tricks
    • Just Act Normal: The first time the character fails an Etiquette roll to act casually in each session, she may choose to re-roll a single die from her roll
      • Nice Cover: The character may make an Etiquette (Presence) roll if another character fails a roll to act casually. If he does so, his roll replaces the other character's roll
    • Gilded Tongue: If the character rolls 3 or more marks while telling a lie, the listener may not roll to determine whether or not it was true. Note that this does not mean the listener automatically believes the speaker
    • Irrational Beauty: Character may attempt to seduce or charm others regardless of gender or preference without penalty
    • Manipulation: +1 DP to rolls to manipulation-based Etiquette rolls; requires any two of the following: Gilded Tongue, Snake's Offer
    • Old Tricks: Etiquette (Composure) rolls which beat a liar by 2 or more marks instantly grant the character knowledge of the truth as far as story will allow
    • Overwhelm: While manipulating a character, the player may roll Etiquette (Presence) to intimidate or charm the subject into making a decision. If this roll succeeds the subject loses one mark from his Etiquette (Composure) roll; requires either Irrational Beauty or Stare Down
    • Poise: If the character must roll against die penalties due to etiquette effects, he rolls an additional die
    • Presence: +1 DP to rolls appearance-based Etiquette rolls; requires any two of the following: Irrational Beauty, Stare Down, or Thespian
    • Snake's Offer: Whenever the character makes a proposal in normal conversation, the listener may not choose to ignore the character nor simply walk away, but must listen to the entire proposal and make appropriate Etiquette (Composure) rolls to resist. Listeners may make a preemptive roll to ignore this effect, but must beat the speaker's Etiquette (Composure) roll by at least a full mark
    • Stare Down: If the character successfully intimidates during combat, the intimidated gains a -1 DP penalty until canceled by a successful Etiquette (Composure) roll
    • Thespian: The character may, without any roll, accurately mimic any other character she has previously encountered, including voice and gait, regardless of the character's gender or age

 

  • Infiltration: +1 DP to Infiltration rolls
    • Assassinate: Character does not need to make an additional stealth roll to perform a silent attack
    • Conceal: Character may hide a small weapon or item on his person, even when thoroughly stripped and searched
      • Magician: +2 DP to performing stage magic; requires Presence
      • Sinister Strike: Character may attempt a surprise attack if she is not already engaged in combat. Character rolls Infiltration (Legerdemain). Upon success, the character may perform a single attack with a concealed weapon that may not be defended against. This attack may be used even against targets who are fully aware of the character and her intentions
    • Improvised Picks: Character does not need special tools to attempt to pick most locks
    • Legerdemain: +1 DP to sleight-of-hand based Infiltration rolls; requires any two of the following: Conceal, Pickpocket, or Quick Draw
      • Ambidexterity: Character takes no penalty for using her "off" hand
    • Lock Ken: Character may instantly recognize and/or gauge the difficulty of any lock on sight
    • Lockpick's Shield: Whenever the character locks a door or sets up a security system, those security measures are automatically +1 difficulty to bypass
    • Pickpocket: Character does not need to roll Stealth while pickpocketing to steal undetected
    • Quick Draw: Character may draw or sheath weapons instantly, even during combat
    • Security: +1 DP to security-based Infiltration rolls; requires any two of the following: Improvised Picks, Lock Ken, or Lockpick's Shield
    • Shadow Ken: Character's Survival (Wits) rolls which tie hidden subjects' rolls count as successes; requires Survival
    • Soft Step: Character takes no penalty to stealth rolls based on terrain
    • Stealth: +1 DP to stealth-based Infiltration rolls; requires any two of the following: Assassination, Shadow Ken, or Soft Step

 

  • Survival: +1 DP to Survival rolls
    • Archaeologist: Character automatically finds basic traps and hidden objects (hiding marks = 2 or less) unless the roll to search was botched
    • Double Check: The character may make a second roll to search a room if he is unsatisfied with the results of the first roll (note that the second roll does not replace the first roll; it is its own separate search). Characters without this skill who search a room twice will only discover what they have already found
    • Fortitude: +1 DP to resilience-based Survival rolls; requires either Vivacity or Vitality
    • Gather: Character may make a Survival roll to find useful items, including food, from the local surroundings (standard 1 item per mark). Medical supplies and drugs may also be foraged for if available (this requires First Aid). Animals may also be hunted for food and pelts (this requires Animals). Mechanical parts may also be foraged for if available (this requires Mechanics)
      • Hunter: Character retrieves double rations while hunting animals for food; requires Animals
    • Haven: +1 DP to rolls for local-knowledge-based survival rolls; requires any two of the following: Gather, Mask of Many, or Streets
    • Investigation: +1 DP to investigation-based Survival rolls; requires any two of the following: Archeology, Double Check, or Memory
    • Mask of Many: The character may easily blend into a crowd, appearing for all intents and purposes as if she belongs (+1 mark needed to detect); requires Etiquette
    • Memory: The character may recall any images he may have seen previously with a startling degree of accuracy. The storyteller must inform the character if he stumbles upon any significant image that directly relates to anything he has previously seen and must describe anything the character has previously witnessed upon request (so long as he had the Memory skill at those points in time)
    • Quick Observation: The character may roll for observations instantly, even during combat
    • Split-Second Hearing: If the character sets off a trap because she failed the search roll, she may still roll to defend herself from any trap effects without the -2 DP penalty
    • Streets: Character may roll to see if she has knowledge of the local underground, including gangs, black markets, and guns for hire
    • Vigilance: If the character fails to defend against an ambush roll by only 1 mark, he is only penalized 3 AP instead of the entire round
    • Vitality: +1 Max Health
    • Vivacity: If the character must roll against die penalties due to physical damage, she rolls an additional die
    • Wits: +1 DP to awareness-based Survival rolls; requires any two of the following: Quick Observation, Split-Second Hearing, or Vigilance

 

  • Lore: +1 DP to Lore rolls
    • Animals: +1 DP to animal knowledge Lore rolls. Character can attract and calm domestic animals without any roll
      • Trainer: +1 DP to animal knowledge Lore rolls. Character may train domestic animals without any roll. Training an animal typically takes one week
        • Tamer: +1 DP to animal knowledge Lore rolls. Character may train wild animals without any roll. Training animals now typically takes only five minutes
    • First Aid: +1 DP to medical knowledge Lore rolls. Character may successfully bandage and treat minor wounds without any roll
      • Medicine: +1 DP to medical knowledge Lore rolls. Character may successfully treat major wounds without any roll and may roll to reverse final death once per session
        • Physic: +1 DP to medical knowledge Lore rolls. Character is not limited in the number of rolls she can make to reverse final death per session
    • Language: +1 language
      • Culture: +3 languages and knowledge of associated cultures
        • Civilization: Character has knowledge and assimilation of all languages, cultures, and customs thereof
    • Science: +1 DP to chemical and technical knowledge Lore rolls. Character may create simple concoctions and contraptions without any rolls
      • Chemistry: +1 DP to chemical knowledge Lore rolls. Character may create advanced concoctions without any rolls
        • Alchemy: +1 DP to chemical knowledge Lore rolls. Character may invent new concoctions
      • Mechanics: +1 DP to technical knowledge Lore rolls. Character may assemble and adjust advanced contraptions without any rolls
        • Engineering: +1 DP to technical knowledge Lore rolls. Character may invent new contraptions

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