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Old 06-10-2008, 04:17 PM   #11
Dantar
 
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Default Re: New Perks

Lol this thread has been torpedoed.

I do like the two new quirks though.
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Last edited by Dantar; 06-10-2008 at 04:22 PM.
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Old 06-10-2008, 08:47 PM   #12
PK
 
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Default Re: New Perks

Quote:
Originally Posted by Captain-Captain
Displaced

It was made for a Super who was teleported into himself as the origin of his powers. It is applicable for characters with Obscure as well.

The character gets a +1 to dodge against one attack in a turn of combat and the character must specify which attacker and the attack expected to come from that attacker. A successful feint (not a successful contested feint) negates the bonus (the attack came from a different direction and targeted an undisplaced part of the body) but the normal feint contest must be rolled for any of it's normal attack benefits.

(This is a limiting factor to keep the perk from being too effective for it's 1 point cost.)
WAY too powerful to be a perk, IMO. I'd call this Enhanced Dodge +1 (One attack per turn, -20%; Must call the attack before it happens, -40%) [6]
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Old 06-11-2008, 01:02 AM   #13
Dantar
 
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Default Re: New Perks

Quote:
Originally Posted by Rev. Pee Kitty
WAY too powerful to be a perk, IMO. I'd call this Enhanced Dodge +1 (One attack per turn, -20%; Must call the attack before it happens, -40%) [6]

Agreed on that one.

I think my favorite player made perk I've seen in a while is the one over on the Indiana Jones write up, "Always Manages to Keep Hat"
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Old 06-11-2008, 01:27 AM   #14
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Default Re: New Perks

Weapon License: You can carry and use one weapon that would normally be illegal for someone to carry under local laws (i.e., an LC 2 weapon even if they are normally restricted to police and military forces).
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Old 06-11-2008, 01:32 AM   #15
Dantar
 
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Default Re: New Perks

I suppose a concealed weapons permit in general might be a perk as well, worded like above.
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