The BlackHammer CyberPunk Project

Benefits and Penalties

The benefits and penalties rules were designed to incorporate the flexibility of character design created by the World of Darkness games using their Merits and Flaws. To incorporate these to your game, instead of getting INT + REF of skill points to spend after the initial 40 points, you get these same points as "freebies" (or a flat 15 freebies is how I play, since INT + REF are already two of the most important stats in the game). These "freebie" points can be spent as usual on skills, but can also be spent on other Benefits (costing freebies) and Penalties (which give you more freebies). No more than 10 points of Penalties can be bought in this way.

New Bonuses & Penalties (dec 27)
Ego Signature 1-5 point flaw(cool roll - flaw or leave a signature whenever doing something)
Motorcycle 1 point merit Basic Bike
Good Motorcycle 2 point merit Harley ThunderGod, Max Metal Bikes
Crap Car 2 point merit Honda Metrocar, Beat Up Junker
Car 3 point merit Sedan, etc
Good Car or Vehicle 4 point merit GEV Truck, SportsCar
No Police Record 1 point merit Never been picked up
License (doctor, lawyer, etc)1 point merit Must have appropriate skills
Small Apt 1 point merit400eb/month or less
Good Apt 2 point merit1200eb/month or less
Safe Place To Live 3 point meritNice house, etc
Second SIN 5 point meritHave 2 SINs and IDs
SINless 2 point meritHave no SIN
Piercing Gaze 3 point merit+2 Intimidate, Interview, Interrogate (sometimes)
Registered Rifle 1 point meritRifle can be carried in city limits
Registered Restricted Weapon 2 point meritSMG, AR, etc
Mundane 3 point meritPeople never remember your face (Att 4-7)
Criminal record 1 point flawYou have an old rap-sheet
Major Criminal record 2 point flaw"rap sheet as long as my arm!"
Flashbacks 1 point flawCool + 2 Dif to avoid under stress
Flashbacks 2 point flawCool + 4 Dif to avoid under stress
Flashbacks 3 point flawCool + 6 Dif to avoid under stress
Flashbacks 4 point flawCool + 8 Dif to avoid under stress
AIDS II Carrier 3 point flawRequires regular meds to stay healthy
LifeSaver 2 point flawHas to do all in his power not to kill
Impotence 1 point flawMale Flaw: Cannot get it up.
Gunslinger's Honor 1 point flawNever shoot someone in the back, etc
Animal FriendShip 2 point merit (animals only attack under duress)
Fast Healing 2-6 point merit(+1 healing rate / 2 points)
Direction Sense 1 point merit
Mute 2 point flaw (must use non-verbal communication)
Bad Reputation 2 point flaw (betrayer, traitor, psychopath, liar)
Lecherous 2 point flaw (Cool roll -2 to avoid seduction attempts)
Classic Bonuses & Penalties
+1 to stat of choice 3 point merit (max 10 in any stat)
-1 to stat of choice 2 point flaw (min 2 in any stat)
Freak of Nature 4 point merit (+1 stat to a max of 11)
Genetically Engineered 10 point merit (+2 stat / 12)
+1 to special ability 3 point merit
Deep sleeper 2 point flaw Difficult awareness roll to wake
Light sleeper 2 point merit Easy awareness roll to wake
Intolerance 1 point flaw (+5 dif on all rolls when around subject)
Over-Confidence 2 point flaw Roll-played flaw
Mild Phobia 1 point flaw (cool roll or do anything to avoid subject)
Severe Phobia 3 point flaw (cool-3 roll or run from subject)
Speech Impediment 2 point flaw (+5 dif to social/communication rolls)
Shy 1 point flaw (+2 dif social, +5 dif if centre of attention)
Nightmares 1 point flaw d6-1 stress each night - or roleplay if not using stress
Short Fuse 1-5 point flaw (-1 to 5 on cool roles)
Hatred 3 point flaw (cool roll)
Lightning Calculator 2 point Merit (-5 dif)
Absent-Minded 3 point Flaw (Int roll to remember)
Acute Hearing 1 point Merit (+1 awareness auditory)
Acute Smell 1 point Merit (+1 awareness olfactory)
Acute Vision 1 point Merit (+1 awareness visual)
Hard of Hearing 2 point Flaw (-4 awareness)
Bad Eyesight 2 point Flaw (-4 awareness)
Ambidextrous 1-3 point Merit(reduces bad hand penalty by 1 to 3)
Fast Learner 4 point Merit (9 IP x level)(or 4 IP x level if using 5 IP as standard)
Light Sensitive 3 point Flaw (+5 dif in bright light)
Double Jointed 1 point Merit (-5 dif to escape)
Short 1 point Flaw (-5 aware in crowds)
Time Sense 1 point Merit
Eiditic Memory 2 point Merit
Pain Tolerance 1-5 point Merit(reduce dmg total by lvl for effects)
Ambidextrous 2 point Merit
Jack Of All Trades 5 point Merit (no penalty for no-skill actions)
Luck 3 point Merit (re roll 2 failed rolls / game session)
Hemophiliac 3 point Flaw (1 dmg / turn)
Animal Magnetism 1 point Merit (-4 dif on seduction, +2 dif interaction with same gender)
Ward 3 point Flaw
Limited Paranoia 3 point Merit (-5 dif spotting ambushes)
Sanctuary 2 point Merit
Well Travelled 3 point Merit (Luck roll to know someone in any city you enter)
Drug Resistance 2 point Merit (20% of all drugs have NO effect)
Extreme Drug Resistance 5 point Merit (all drugs have ½ effect, bod roll vs 15 for no effect)
Drug Addiction - mostly harmless1 point Flaw
Drug Addiction - affordable 2 point Flaw (Nuke)
Drug Addiction - Mean 3 point Flaw (White Lace)
Drug Addiction - Deadly 5 point Flaw (Black Lace)
Hunted by local cops 1 point Flaw
Hunted by local police force 3 point Flaw
Hunted by State police 4 point Flaw
Hunted by national police org 5 point Flaw
Hunted by small local firm 1 point Flaw
Hunted by medium local firm 2 point Flaw
Hunted by Statewide corp 3 point Flaw
Hunted by National corp 4 point Flaw
Hunted by Orbital corp 5 point Flaw
Hunted by Multinational 6 point Flaw
Owe a minor corp minor favor 1 point Flaw
Owe a major corp minor favor 2 point Flaw
Owe a minor corp major favor 3 point Flaw
Owe a major corp major favor 4 point Flaw
Owe a major corp Life 5 point Flaw
Minor corp owes minor favor 1 point Merit
Minor corp owes major favor 2 point Merit
Major corp owes minor favor 2 point Merit
Major corp owes major favor 4 point Merit
Connection in Police Dept 2 point Merit
Connection in D.A.s office 3 point Merit
Connection in Mayor's office 3 point Merit
Nomad Friends +2 3 point Merit
Booster Friends +2 3 point Merit
Friend/Contact 1 point Merit / 5 contact points