09-22-2020, 04:55 PM | #31 |
Join Date: Jun 2010
Location: Dreamland
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Re: New perks
Trivial Law Breaker - You can break one given law that would otherwise be overlooked normally. For instance, most of the time jaywalking doesn't matter but you never have to worry about it. (Largely inspired by Innocuous above)
Non-Threatening - Some trait about you that would normally scare someone or turn them away that doesn't have a reaction penalty (from strikers to ESD to high ST to a face tattoo) just doesn't seem to bother people. If the bothering would be rare enough, it might even reverse instead! If the trait does cause a reaction penalty (such as No Reflection), this perk lets you buy off the reaction penalty with GM discretion. Not Yet Signature Gear - Instead of paying for your signature gear and getting it right now, instead work with the GM what the gear is like and you have effectively a Destiny of eventually getting it, with the longer it takes and the harder it is to get making up for actually having to buy it based on how good it is. (Note this works better with DF's rule of Sig Gear always costing 1pt) Enemy Impulse - Requires Enemy. You're allowed to spend impulse points you don't have. However, your enemy gains floating impulse points equal to what you spent and can use them however they want! It's recommended that neither you nor your enemy be allowed to force criticals against each other, though. EDIT: New York Reload - Whenever you pick up an enemy's gun, if it wasn't shown to be empty, the clip happens to be full. The effect in play for this perk is that you don't have to carry ammo, instead you can safely assume your enemies will carry it for you.
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Last edited by kirbwarrior; 09-23-2020 at 01:13 AM. |
10-22-2020, 04:54 PM | #32 |
Join Date: Apr 2019
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Re: New perks
I just posted this on another thread, but I like it and think it's a perk a lot of players would like for their characters. What do y'all think? I've based this on the "Follow-Through" perk, and replaced the necessity for a take-down with a pretty demanding set of possible prerequisites. Both the "Influence Shtick" and "Combat Shtick" entries in PU2 seem to leave the door open for perks like this. Do y'all think it's balanced?
Scary: Prerequisite: SM+1, ST 16+, Intimidation 16+, or Appearance: Hideous or worse. The character may make a free Intimidation attempt - as with Fearsome Stare - at any time or replace any regular Reaction Roll the GM makes with an Intimidation attempt. In either case, Intimidation attempts may be subject to a Quick Contest of skill (see Social Engineering 68) if the target(s) is in a position to counter the Influence or Reaction roll with an Intimidation attempt of his own. (Note: In addition to standard modifiers for Size, Appearance, or "displays of bloodthirstiness, or supernatural power," the character may add +1 to his Intimidation attempt for each full 3 points by which his ST score exceeds his target's ST score.) |
10-22-2020, 10:19 PM | #33 |
Join Date: Mar 2013
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Re: New perks
Thank you. I was also puzzled and about to ask.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
10-22-2020, 11:15 PM | #34 | |
Join Date: Aug 2018
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Re: New perks
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10-22-2020, 11:38 PM | #35 |
Join Date: Jun 2010
Location: Dreamland
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Re: New perks
Implausible Background - You have one (or more) traits that are entirely normally allowed, but the reasoning behind them is bizarre, absurd, or frankly unrealistic (to the setting!). For instance you might look like a stereotypical demon and take Very Handsome because 'people just can't get over that red skin and horns look' even if it's the Victorian Era or a horror campaign.
I'm not sure if I'd actually require the perk but I saw it on some other site and thought it might be interesting. Love it. |
10-23-2020, 04:23 AM | #36 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New perks
Danger Music - the character can add Acute Hearing to his Danger Sense roll.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-23-2020, 05:36 AM | #37 | |
Join Date: Jun 2010
Location: Dreamland
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Re: New perks
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Oh, one that came up in a super mission: Tetris Master - Choose a video game that has a skill limit due to human reaction speed. You effectively have the better of ETS or ATR only for purposes of that one game. You get a +1 to uncontested skill rolls and have no limit on how high you can buy the skill. (Replace 'Tetris' with game of choice, that is what was chosen before) Ages like Fine Wine - You still age and die as normal, but you get no downsides of aging, either mechanically or aesthetically. Keep track of aging rolls as normal but only apply them for purposes of aging, not in game. Always Got a Friend - When you lose an Ally through no fault of your own, you may immediately move those points over to a new one. If the new Ally isn't at the scene, the GM will have them show up as an almost Deus Ex Machina to help out. (This might seem pretty powerful but it also shouldn't often happen and you can't actively make it happen) Trivial Contact - You have a always available, almost completely reliable Contact built as normal... with skill 9. A regular failure is not guaranteed to eventually get you information. |
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10-23-2020, 06:34 AM | #38 | |
Join Date: Dec 2006
Location: Meifumado
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Re: New perks
Quote:
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10-23-2020, 07:31 AM | #39 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New perks
Look at the first post.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-23-2020, 07:35 AM | #40 | |
Join Date: Aug 2018
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Re: New perks
Quote:
B211 mentions using Acute Senses "as appropriate" while B358 mentions Vision and Hearing BOTH using the skill... I'm actually not sure which interpretation(s) of R(S)R for Danger Sense is actually correct/possible here... All four would have advantages and drawbacks: 1) avoids H/V disadvantage penalties, can't benefit from H/V advantage bonusesWhich a char would prefer (if more than one option was possible) might depend on what other traits he had, but the suitability of that could change as they lose disadvantages or gain disadvantages, permanently or temporarily. I'm assuming situation-based modifiers would not apply since you would normally just make unmodified skill checks when subbing for attributes? Like if you had to apply Speed/Range modifiers to Per checks but not Will checks then there wouldn't be much incentive to take P-5% over W-5% If Danger Sense was "resistable" then I imagine if an enemy was attacking you they could make a resistance roll, but I don't know how that would apply to non-sentient dangers (just automatically fail the IQ roll to resist if a rock is falling on you?) Last edited by Plane; 10-23-2020 at 07:40 AM. |
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