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Old 12-09-2018, 03:15 AM   #1
Bicorn
 
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Join Date: Aug 2015
Default New perks part 2 - combat perks

I got some very useful criticism for my previous batch of perks, so here's some more. This time, focusing on combat perks.


Adrenal Surge (Physical)

The first time you suffer damage in a combat (or a similar crisis situation), you gain one extra fp that can only be used for Extra Effort. You only gain fp for the first injury during a given fight/crisis situation unless the perk is taken multiple times, in which case each instance needs a separate hit to trigger. The points gained are lost at the end of the situation if not used.


Backstab (Physical)

When attacking someone from behind with a thrusting attack or a close-up shot (no more than 2 yards away), as long as they're unaware of the attack a successful hit automatically does maximum damage.


Battle Cry (Mental)

When you utter your battle cry, enemies facing you must roll Will with the reverse of morale check modifiers as a modifier. Any who fail will have -2 on their next attack against you and -1 to defend against your next attack. Those who succeed are unaffected.
A battle cry can only be used once per combat.


Blood in the Water (Physical)

You get +1 to attack when attacking an opponent that already has a fresh wound (inflicted by you or someone else). This bonus applies to all melee attacks and any ranged attacks made from close enough to see the injury.


Casual Defense (type) (Physical)

Choose a specific active defense when taking the perk. As long as your defense roll succeeds by 2 or more, you can make the defense look completely effortless - e.g. you dodge just by leaning a little to the side or nonchalantly stepping out of the way. If you succeed by 4 or more, you can make the defense so smooth that any observers need to make a Per roll at a penalty equal to your margin of success to tell you defended at all; if the roll fails it just looks to them like the attacker missed completely.


Corpse Kill (Physical)

After you successfully incapacitate a foe in combat (stunning isn't enough), you get to make an additional attack against them as a free action. This attack must be done on the same or following turn.


Cornered Rat (Mental)

When you fail a Fright Check in a combat situation, you can choose to go berserk (as per the disadvantage) instead of the normal short-term effects of the fright check. Long-term effects (e.g. new disadvantages) affect you normally.


Deadeye (Mental)

You can continue getting a cumulative +1 bonus for one more turn of aiming than most people.


Duelist (form) (Mental)

Choose the form of duel when taking the perk, e.g. fencing, pistols, Old West showdown, etc.
When fighting a formal duel of your chosen type you get +1 to effective Speed for the purpose of determining initiative, and +1 to one other kind of roll appropriate for the type of duel; e.g. a sword duelist could have a bonus to Feint, while an Old West duelist might have a bonus to Fast-Draw. These bonuses do not apply in spontaneous fights, only actual duels.
Additionally, if you have fighting-impairing non-physical disadvantages such as Combat Paralysis, they don't apply when fighting a formal duel of the chosen sort.


Gun Jinx (Mental, Supernatural)

Whenever a weapon with a Malf number is used against you, its Malf is treated as 1 lower.


Inspiring Defeat (Mental)

(only available if the Impulse Buys rules are in play)
After losing a serious fight to a worthy adversary, the next time you face him you have an extra temporary impulse point to spend during it; the point is lost at the end of the fight if not spent. These points may not be used for anything not associated with the fight.


Insult to Injury (Mental)

After successfully scoring a hit on an opponent, you get +2 to your next use of Rapier Wit or Acid Wit against them. For the bonus to count, the hit must have had some degree of effect (even a single point of damage, or equivalent, is enough) and the bonus needs to be used within two turns after the hit.


Just a Little Quicker (Physical)

In a combat sequence, you act before people who have the same Basic Speed, and win speed/initiative contests that would otherwise be ties. If both sides have the perk, they cancel out.


Just a Little Stronger (Physical)

Any contest of Strength vs. Strength or Slam that would otherwise be a tie becomes a win for you. If both sides have the perk, they cancel out.


Last Ditch (Physical)

You get +1 to all rolls related to avoiding harm (active defenses, etc.) when you're at 0 hp or below, as long as you're still in the same fight or other emergency situation that the wound that brought you to 0 or below was received in.
This perk may not be taken if you have an advantage that removes the normal consequences of being at 0 hp or below, such as Supernatural Durability.


Last Legs (Physical)

When you would fall unconscious you may take a point of long-term fatigue to remain conscious for 1d turns, during which you can still act. Wound penalties still affect you normally. Once this duration runs out, it cannot be extended further with this perk.


Last Stand (Physical)

You get +1 to all active defenses when fighting against a numerically or otherwise superior force in a position where fleeing is either impossible or not a reasonable option. You can also declare a last stand if you had an opportunity to flee but choose not to use it; however, if you do and later choose to attempt to flee, you lose the bonus and the opponent gets one attack that you cannot defend against.


Meatshields (Social)

When your NPC underlings or servants are fighting to defend you in combat, they get +1 to all active defenses. This only applies when you are present but not engaged in melee yourself.
Only established underlings (e.g. Allies with an appropriate sort of relationship) get this bonus, and it only ever applies to NPCs (to keep other players from getting easy bonuses just by declaring themselves your servants).


Melee Empathy (Mental)

When you get hit by an opponent's melee attack, parry one, or have your own attack parried, you can try an IQ roll. On a success, you learn their current attitude towards you (e.g. are they angry with you, do they respect you or hold you in contempt, do they intend to kill you or not, etc.)
You can try again each time the trigger condition occurs until you succeed; after a success, you learn no further information until the opponent's mental state changes significantly.


Painless (body part) (Physical)

You have High Pain Threshold for one small part of your body, e.g. only one hand.


Pull Together (Physical)

After taking damage, you can take a Ready maneuver to heal a single point of injury in exchange for taking a point of long term fatigue. This must be done within a minute of suffering the damage, and you may not use the perk again until you receive more injury.


Schtick: Blade-Biter

You can carry a weapon weighing no more than 1/10 your Basic Lift in your mouth with no risk of dropping it or hurting yourself with it; obviously, you can't use your mouth for other purposes (such as speaking) when doing this. If you have the appropriate Fast-Draw skill for the weapon you can grab it from your mouth as easily as you would from a sheath.
The GM may veto using this perk for weapons for which holding them in the mouth would be implausible due to shape or other properties.

Schtick: Gangsta Grip

You're able to hold a gun sideways (or upside down, or in some other unusual manner - choose when taking the perk) and still attack with it without penalties.
Using the grip may merit a +1 on Intimidation or Streetwise when dealing with people who think it looks "cool". It may also be useful for taking people who assume your grip is a sign of lack of skill by surprise.

Schtick: Pin-Pulling Teeth

You can pull a grenade's pin reliably with your teeth, without risk of failure or dental damage; this allows quick arming of the grenade when the other hand is occupied.

Schtick: Ring Knuckles

If you are wearing at least two hefty metal rings (or one especially heavy one, or four light ones) on a hand, you can punch with it as if you were wearing brass knuckles.

Schtick: Unorthodox Reload (method)

You can load ammunition in an uncommon manner as quickly and reliably as if you were doing it normally; e.g. drop a bolt hidden in your sleeve into a crossbow's groove, spit a bullet held in your mouth into a sling's cradle, or kick up a leg to slip a magazine tucked in a boot into place. This can be useful for keeping a reload ready without using up a free hand or for surprising people who thought you had no ammo. Each reload method is a separate perk.


Spray and Pray (Mental)

Your stray shots get -2 to their effective attack skill against any targets you would rather not see hit, such as allies or innocent bystanders; this also reduces stray shots' maximum effective skill from 9 to 7.


Stonewall (Physical)

You are hard to knock down. Any knockback you receive from attacks is reduced by 1, when receiving (but not when performing) a Slam your opponent's damage is reduced by 1 per die, and you get +1 to rolls to avoid falling down after a hit (e.g. DX rolls after being knocked back, or rolls to resist a Sweep.) If you move faster than walking pace, you lose these benefits until your next turn.


Trick Joint (Physical)

You get a +3 to Break Free attempts or Escape rolls against grapples or bonds applied to a particular limb, as well as to rolls to resist joint locks placed on that limb. Choose the limb when taking the perk.


Turtle Up (Physical)

When using the All-Out Defense maneuver, as long as you do not move you get an additional +1 to Parry and Block (but not Dodge.) The bonus is lost if you move from your position (even just a Step) or get knocked back.
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