BoB Advantages
From Black Country Role Playing Society
Absolute Direction (1 point)
This character never gets lost. He adds two dice to any rolls involving direction, mapping or finding his way out of a secret underground cavern.
Allies (variable)
You are connected. For every 2 points you spend on allies you gain a Minor single ally, and for every 4 you gain a major ally. Minor allies are folk who can get you legal things like food, shelter and perhaps a non-returnable loan. A major ally can get you things that are slightly harder to acquire, like fake travel papers, gaol breaks, etc.
Ambidextrous (3 points)
This character may use both hands without penalty. Any character who does not invest in this rolls 2 fewer dice when using the off hand.
Clear Thinker (2 points)
It isn't easy to trick you. Whenever another character tries to confuse, befuddle, or lie to you, add 10 to the TN.
Destiny (4 points)
When this character was born, it may have been that the stars were aligned just right, or a birthmark was just the right shape, but fortune smiled and destiny was created for this child. The great wheel moves slowly and surely towards this destiny. If this character takes damage that would kill him, he is instead reduced to a single wound at the unconscious level. This can happen only once per story. The Sheriff decides what the great destiny will be, but need never reveal it to the character. Once the destiny has been achieved the pints turn to another advantage of the Sheriff's choice.
Higher Purpose (2 point)
You have dedicated yourself to a single goal, a single objective. Whenever you take step toward achieving your higher purpose you gain extra experience.
Inheritance (variable)
You have been given a family heirloom of some sort. The item has some kind of aura about it. The cost in points and the nature of the item must be agreed upon with the Sheriff, but even minor item would cost 3 or 4 pints.
Kinda' Purty Lookin' (3 points)
People are attracted to you. It may be your looks or your charm, or may be both. You just have that certain something. Whenever you make a roll involving persuasion, keep an additional die (2 if they are attracted to you already)
Know the Land (2 points)
You know your home territory like the back of your hand. You never get lost and know all the best travel routes.
Large (2 points)
You are big. This is both an advantage and a disadvantage. Whenever you are in social situations you roll one less die. However all damage rolls (except firearms) are at +1 die.
Luck (3, 6 or 9 points)
For every level of luck you may reroll one unsuccessful roll during a session.
Perfect Balance (2 points)
You roll an additional die whenever you perform actions involving balance.
Quick (3 points)
You are just faster than normal. When determining Initiative roll 2 dice and keep the highest.
Quick Healer (3 points)
You heal wounds as if your Stamina was one rank higher.
Read Lips (2 points)
With a successful Perception roll, you can read lips of anyone you can see.
Stone Face (3 points)
You understand that death comes to everyone and it has no hold over you. You automatically pass any Fear checks.
Strength of Diamonds (2,4 or 8 points)
A character that has this advantage may ignore some effects of Wound Levels on their rolls. The wound rank is decreased by one die for every level of Strength of Diamonds.
True Friend (variable)
True friendship is a rare commodity. You and your NPC friend have gone through much together and would do anything for each other.
Influence (variable)
1 point = a character of minor influence
2 points = a character of some influence
3 points – a character of great influence
Devotion (variable)
1 point = your friend would go out of his way for you but would not risk his family.
3 points = he would help you secretly and protect his family (they come first)
5 points = your friend would do anything for you including dying.
Voice (2 points)
A character with Voice has an additional die for any rolls involving speaking.
