Homebrew Advantages, Disadvantages, and Other Things

This is the homebrew section of the site, where advantages, disadvantages, weird rules, and other things Aus has made for his personal games end up. Things written here may be changed for game balance or aesthetics as necessary. That said, have a look.

Blue-Collar Gadgeteer -- 30 points
(The "Ash Campbell's Designs" advantage.) You can build wondrous cinematic gadgets that follow principles of up to your Tech Level, using nothing but easily acquired spare parts and pure ingenuity. Nothing you can invent can be above your personal Tech Level, but everything you design or analyze is treated as though you are using the Quick Gadgeteering rules (1d minutes per Concept roll; 2d minutes to assemble a Simple object, 1d-2 hours to assemble an Average object (min 30 minutes), 1d hours to assemble a Complex object, and 4d hours to assemble an Amazing object; effective cost of object on a successful skill roll is (1d-1) x $100 using scrounged parts, or 1/100 of normal cost if the gadgeteer must buy the goods). In addition, you get a +2 to your roll if you actually have all of the necessary parts in your possession and can describe adequately to the GM how you can make them into your new gadget. ("See, if I duct-tape the flamethrower to the assault rifle just right, I'll have a multifunction weapon!") For that matter, you automatically get a +1 to any design roll if you have one completely unused roll of duct tape available for the purpose. This does not automatically give you the skills necessary to create anything you can think of -- but, if you also have Wild Talent, you can use Wild Talent for your Concept skill, as long as you at least understand how to use it!

Reawakening -- 10 points + Variable; see notes
You have gained some or all of your powers from a previous incarnation. You cannot remember powers or skills that are completely unavailable on that world (for instance, you cannot Reawaken Computer Operation in a TL3 fantasy environment), but you may recover your powers by spending character points (which increases your final point total appropriately.)

You must use character points earned during adventures to unlock these skills and abilities, and you can only unlock skills and abilities which you actually earned in a previous incarnation (see Saving Your Progress; however, you also get a slightly higher rate of return on your character points: Firstly, you can spend one character point to unlock two points in any given skill that is listed on your Saved Progress sheet. Secondly, at any time when you have 5 or more character points saved, you may use them as a form of Schrodinger's Advantage; you do not get to choose what is unlocked, but the GM will allow your character to unlock one power or ability worth twice as many CP as you spent. Both of these options increase the point total of your character appropriately.

Saving Your Progress
This occurs at the denouement of a campaign (when a specific campaign goal has been reached, or when the players call it quits). All positive information for your character - including increases to attributes, powers, talents, and skills - is recorded on a Saved Progress sheet. If you already have a Saved Progress sheet, the higher value for any skill or talent is retained (if you already have ten points saved in Alchemy and your newly saved character only has two points in Alchemy, for example, your Saved Progress in that skill remains at 10. If you had two points saved in Alchemy and your newly saved character has 8, your Saved Progress in that skill becomes 8 points. And so on.) Material and social advantages that are tied to a specific world (namely, Wealth, Rank, Status, Legal Enforcement Powers, and similar) and not saved when you depart the world/game (although advantages like Cultural Adaptability are transferrable.)

The Game Isn't Over Yet!
By having Reawakening, you may choose to lose 25 points of advantages, skills, etc., for an immediate Extra Life. This comes off of your base character, not your Saved Progress sheet or any talents that you have Reawakened; if you have Reawakened: Charisma 5, you cannot sacrifice it for a timely return. (You can request that the GM assign your character 25 points of disadvantages instead, but if you do, you do not get to choose what they are...)

Final Notes
In case it weren't already apparent, Reawakening is an advantage that can have serious game balance effects, and is best used on characters who are part of a group that is used repeatedly and consistently across multiple continuities. Be certain to track the point totals of characters with this advantage appropriately. Use at your own risk.

Cinematic Cliche -- 5, 10, 25, or 50 points
You follow certain conventions of behavior that make you somewhat predictable, but also grant you significant advantages and disadvantages.

Mild Cliche: You resemble a common character stereotype. This provides a minor reputation modifier (+1 among that group's supporters, -1 among that group's detractors; both are a small group, recognized all the time.) This grants you ten points of advantages relating to this advantage, but also gives five points of disadvantages relating to this cliche. Example: A mousy inventor might have Mild Cliche (Gadget Girl), granting them Talent: Artificer level 1 (10), but also causing Mild Shyness (-5). 5 points

Moderate Cliche: You strongly resemble a stereotype or other cinematic convention. The reputation modifier increases to +/-2, and you gain 20 points of advantages and 10 points of disadvantages. 10 points.

Major Cliche: You are an embodiment of a stereotype or archetype. The reputation modifier increases to +/-3, and you gain 50 points of disadvantages and 25 points of disadvantages. 25 points.

Severe Cliche: You are utterly defined by your stereotype. The reputation modifier increases to +/-4, and you gain 100 points of advantages and 50 points of disadvantages. 50 points.

In addition, you may spend one character point at any time to change one advantage or disadvantage provided for this package. (Eliminating one advantage to strengthen another costs two points.) A Mad Scientist, for example, could convert a level of Gadgeteering into increasing IQ by 1. The cost of all advantages gained through Cinematic Cliche cannot be over the limit, and the cost of all disadvantages gained through Cinematic Cliche cannot be under the limit.

Stylish -- 20 points
You receive a +1 to any roll in which you are penalized for difficulty, and a +2 on any roll where you receive a bonus for ease of use, as long as you maintain your composure. This applies only to skill rolls in which you have at least one point of skill (or where the default is equal to another skill without penalties, or where you are using Wild Talent or a similar advantage), and where your sense of style can be used (GM's decision, although Cinematic skills are always eligible for this modifier.) If your composure is ever shaken (by failing a Fright Check, self-control roll, or Will save), all 'stylish' skills receive a -2 penalty instead until you recover (generally, at the end of the scene or after the effects of the failure have worn off, whichever is longer.)

Dramatic Pose -- 20 points
You receive a +4 to any single action, or +1 to any long action, taken immediately after you make a Dramatic Pose. You have no defenses for the turn in which you make the Pose, and this has no beneficial effect on any action for which the adjusted skill is already 20 or higher.

Prolonged Dodge -- 25 points
You are capable of avoiding practically anything as long as you are aware and unoccupied. Upon starting a Prolonged Dodge, you may not take any action except All-Out Defense (Dodge) for at least five seconds after beginning. Taking any other action after five seconds will end the benefits of Prolonged Dodge; any hit taken during Prolonged Dodge physically stuns the user and ends its effects. While in Prolonged Dodge, the first Dodge action taken uses Acrobatics skill instead of Dodge, with all successive Dodges using normal rules. Taking the 'Accessibilty: Gunfire' limitation is common...

Flurry of Blades -- 25 points
You are capable of fending off large crowds of combatants with nothing but your favorite bladed weapon. As Prolonged Dodge, but with weaponskill replacing Acrobatics and Parry replacing Dodge.

Feint at Heart -- 20 points
If someone attempts a Feint maneuver against you and fails, they suffer a penalty to defense equal to the margin by which they failed until after your next turn.