09-08-2012, 03:02 PM | #1001 |
Join Date: Feb 2012
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Re: List Of your favorite Custom Perks
Dual Weapon Style. You've perfectioned a combat style involving two different weapon.
Effect: you can select a weapon skill as "off-hand skill" in conjunction with another, specified weapon skill. Now you can use primary hand's skill level as off-hand skill level too. For example, you can take "knife > axe/mace". When you wield an axe/mace in primary hand, you can use the same skill level for a knife wielded in off-hand. Note: this perk doesn't override the regular off-hand skill penalty. To eliminate it, you need the "off-hand weapon training" perk. Furthermore, only skill level is involved, not the skill itself. For example, if you have "whip > rapier" and rapier skill 14, you cannot claim fencing parry on a whip parry, even if you're wielding a rapier in your primary hand; simply, you consider whip skill as 14. |
09-08-2012, 03:08 PM | #1002 | |
Join Date: Nov 2009
Location: Oregon
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Re: List Of your favorite Custom Perks
Quote:
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09-09-2012, 03:26 AM | #1003 |
Join Date: Dec 2006
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Re: List Of your favorite Custom Perks
I love it - it is the only way to ever get munchkins to dual wield differebt weapons. I have gotten a little tired of dual broadswords :-)
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09-09-2012, 03:28 AM | #1004 |
Join Date: Nov 2009
Location: Oregon
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Re: List Of your favorite Custom Perks
Well it's not like they're identical swords... one is fire and one is ice. I think they represent his anger and angst or something. ;)
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09-11-2012, 11:30 AM | #1005 |
Join Date: Feb 2012
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Re: List Of your favorite Custom Perks
This perk was not intended to be cinematic. On the contrary, it would be a fix to deficitary two weapon fighting game mechanics.
Learning to fight with two weapon at a time is totally different from using a weapon you know in each hand. In my games, cross parry itself need its own perk to be performed, because there's nothing istinctual or automatic in parrying a blow with two weapons together. You must practice a lot of time to effectively use two weapons together. And, if you learn to use an axe/sword/etc in primary hand and a little weapon in the secondary, you can for sure effectively fight with your primary weapon alone, but this doesn't involve to be capabe of using your secondary weapon in main hand. And so forth. So, the perk would simulate this kind of training in "standard rules" games. [When I'm GM I prefer deep changes in some aspect of rules (for example, max one weapon with reach over 1, or there are big penalties), but this is another story.] |
10-04-2012, 08:24 PM | #1006 |
Join Date: Apr 2005
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Re: List Of your favorite Custom Perks
Mana Recalibrator When you have a Critical Failure on a spell, you get a Karma point you can use during the session to reroll the outcome of another spell.
This was inspired by Karma Bank
__________________
Steal Energy- giving Dungeon Fantasy wizards a pretext to learn healing magic since 2004. |
10-04-2012, 09:31 PM | #1007 |
Join Date: Oct 2012
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Re: List Of your favorite Custom Perks
I searched the thread and didn't find this:
"Owns a web site." This is a common perk today. While you can buy a web site with money, this perk includes a certain number of dedicated viewers and subscribers. The subscribers pay for the site's logistic requirements. I haven't placed a point cost on this as an advantage... figure use something like the allies advantage but with a (1/5th) point cost reduction for 'fans' (similar to favor). But as a 1 point perk, it works as is. It can serve as a plot point for introducing new contacts, missions, allies, dependents, enemies. etc... I have several characters with the 'owns web site' perk One is a warping thief that films herself popping into bank vaults, jewelery stores, museums, etc... and stealing stuff. She then uploads the video to overseas servers and links to it on her web site. An other character is a stuntman who performs crazy motorcycle stunts and films himself doing it. One player in my campaign is a faith healer and he has a web site that shows his nation wide tour schedule and testimonies of people that he has healed. (His enemies track him through his web site, too) |
10-13-2012, 12:38 PM | #1008 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: List Of your favorite Custom Perks
Extreme Medicine
Divide the penalties for using medical skills upon yourself by 1+x (this is a levelled perk). Always round towards the more penalised skill level. While the first level may be borderline realistic, higher levels are likely either cinematic or exotic. |
10-16-2012, 04:16 PM | #1009 |
Join Date: Apr 2005
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Re: List Of your favorite Custom Perks
Weak Link Strengthener When your skill is the lowest in a group skill roll (think Stealth or Hiking) you get +1.
__________________
Steal Energy- giving Dungeon Fantasy wizards a pretext to learn healing magic since 2004. |
10-16-2012, 04:21 PM | #1010 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: List Of your favorite Custom Perks
Seems a bit strong, as it provides +1 on many defaults.
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Tags |
house rules, perks |
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