Author Topic: Cthulhu/BRP skill system  (Read 6926 times)

Teapot

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Cthulhu/BRP skill system
« on: February 02, 2012, 10:49:46 PM »
From the Cthulhu pod cast I thought I'd put this up. One thing I did to simplify the BRP skill section. I put this up on yog a while ago but thought it might be worth some discussion here.

I shrunk the list down and made three categories, general, field and specific. Most skills start in general and can go to 40 percent. After 40, the player must take a field skill (that starts at 40, after 65 the character must take a specific skill (which also starts at 65). Investigators may have as man field/specific skills as they want. Each tier gives better/more information from a roll (someone with History 35 gets a general view, someone with Egyptian history 45 gets more and someone with Second Dynasty gets the most about their speciality/field.)

I did this to cut down on the number of skills on the sheet and to add a few to the mix so players could avoid having to blow half their points into one skill that may not be used often. (Geology was the example, a player had that skill high because he was a geologist. Yet it only came up a few times over the years. Leading him to declare his next investigator’s occupation would be a “spotter and dodger.”)

So a character would have say: Guns 40 and Pistol 65 costing 65 skill points, for another 15 he can add Shotgun 55.

To get the starting skills, I just took all the old skills and averaged their starting numbers and rounded to the nearest 5.

With this I went back to EDUx15 for skills because there were fewer skills to spend.

Athletics:
Jump
Swim
Dancing
Climb
Dodge
Run
Throw

Shoot
Shotgun
Pistol
Rifle
Automatic fire
Semi-automatic Fire
Exotic (flame throwers, alien guns go at 1/2rd )

Science
Biology
Astronomy
Geology
Chemistry
Botany
Archeology
Forensics
Physics
Natural History
Math
(Others as used, Oceanography etc.)

Stealth
Sneak
Hide

B&E
Conceal
Steal (used for picking pockets/slight of hand)
Pick Lock
Safecracking

History
By region/era, the more exact the more the investigator knows about that part.

Perception
Listen (became important because players kept getting penalties for shooting guns indoors.)
Spot Hidden

Social Sciences
Anthropology
Archeology
History
Architecture

Social Interactions
Bluff
Bargain
Psychology
Persuade
Fast Talk

Credit Rating
Work
Money
Society
Other by sub-group (Delta Green, literary, homeless, academic etc.)

Medicine
First Aid
Doctoring
Pharmacy
Surgery

Unarmed fighting
Punch
Kick
Grapple
Headbut
Block

Armed Combat
Sharp things
Blunt things
Small things
Improvised things
Strange things
Block/parry

Media
Videography
Editing

Psychiatry
By kind and field.

Psychological
Pharmacy
Psychology
Hypnosis

Drive
Car
Motorbike
Heavy (tractors etc.)

Mechanical
Repair
Electronics Repair
Engineering
Use Heavy Machinery

Research
Library Use
Computer Research
(I had something here like interviewing but don’t recall)

Espionage
Tradecraft
Cryptography

Outdoors
Survival
Navigate (air, land, sea)
Woodcrafts
Animals
Natural History

Occult
By area/tradition the more exact the tradition chosen the more info I’d give.

Martial Arts
Various names here, I’d make the player choose which attacks they worked with or give a few other uses oddly, looking at it now I’d put Yoga here though not sure what to use it for.

Law
Criminal
Family
International
Etc.

Forgery
(By kind of thing forged, money, artifacts, comics or whatnot).

Pilot
Ultra-light
Private craft
Passenger
Cargo
Military
Helicopters

No general category
Art
Disguise
Accounting
Languages
Computer Use (Which is really more hacking/operate heavy of the modern world)
Demolitions
Dreaming
SCUBA

Cthulhu Mythos:
Hastur Mythos
Sorcery
Yog-Sothogh Mythos
(Never became an issue but did come close, before she summoned Cthuga.)