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Old 07-18-2022, 06:43 AM   #31
Donny Brook
 
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Default Re: A Catalouge Of Silly Perks

Outback Outdoer
If anyone displays or brandishes an object or piece of equipment, you can gain a temporary +1 to influence skills (+2 to Intimidation) by displaying an equal or better similar item and saying "That's not a [object type]; this is a [object type]."
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Old 07-18-2022, 10:12 PM   #32
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Default Re: A Catalouge Of Silly Perks

Pet Friend Otherwise neutral domesticated animals start at a positive attitude to you.

Unbeatable in X In a given game with no formal stake worth more than a few dollars, you automatically win. If even mildly serious stakes are put forth or you are playing against someone else who is Unbeatable, you roll normally. This may be a convenience for a cinematic hotshot, or a fluke of weird luck. Or perhaps just a bad case of nerves that kicks in only at the worst time.

*Even simple games are allowed. I could see a cinematic character who always wins coin tosses or can beat computers at tic-tac-toe... despite being a couple spoons short of a silverware drawer.

Irrelevant Expert You have some advantage that will absolutely certainly not have any significant impact on the campaign you are in, such as an astronaut's Environment Suit skill in a locked-room murder mystery set on Earth.

And a quirk:

Rusty You haven't used a given skill in years. You are at -2 to use it, and you can't initially be familiar with weapons or equipment that has come out since your retirement. You may buy off this quirk or replace it with another only if you have "worked off the rust."

Last edited by PTTG; 07-18-2022 at 10:30 PM.
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Old 07-18-2022, 11:24 PM   #33
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Default Re: A Catalouge Of Silly Perks

Hollywoody
In a holdout contest where you hid an item on the lower half of your body, if you lose by 1 or 2, your opponent concludes you were just happy to see them, not that you are hiding item.
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Old 07-19-2022, 09:57 AM   #34
Donny Brook
 
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Default Re: A Catalouge Of Silly Perks

Favorable Rounding
Once per game session, you can require a fractional outcome to round in your favor rather than against you.
Prerequisite: one of Overweight, Fat or Very Fat
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Old 07-20-2022, 04:01 AM   #35
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Default Re: A Catalouge Of Silly Perks

I don't know what you would call it but the character has a knack for meeting interesting or useful people... But only when traveling on public transport.

Essentially the character has the equivalent of a skill 12 contact available on a nine or less providing they are traveling by bus, tram or train (commuter trains or second class only).

The corresponding quirk is

Bus Nutter the character is frequently unable to travel on public transport without attracting 'unusual' people who will do everything in their power to talk to the character. In addition to having to deal with the conversations themselves this will provide a -1 reaction penalty from other travelers.
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Old 07-20-2022, 03:05 PM   #36
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Default Re: A Catalouge Of Silly Perks

Quote:
Originally Posted by Frost View Post
I don't know what you would call it but the character has a knack for meeting interesting or useful people... But only when traveling on public transport.
Broaden it out a bit so that you only meet people while you're traveling in not-so-great conditions (i.e., hiking or riding from town to town in a DF campaign, crammed in with other people on the stagecoach from Yuma to Desolation Gulch), and and call it "Traveling Companions." Treat it as your choice of 1 point Contact or Ally, but with a sporting chance that they'll betray you or otherwise prove to be more trouble than they're worth.

Edit: I worked this into a full-blown Perk. Not necessarily silly, but certainly a lot of potential fun.

Traveling Companion (Social)

When you are traveling on public transportation, or traveling by road between towns, you might encounter an interesting character who makes your journey easier or at least “more interesting.” Depending on the setting, they might be a talkative stranger on a bus or train, a hitchhiker, or someone you meet on the road who happens to be going your way.

A companion appears on a roll of 12- or less on 3d. If they appear, the GM secretly rolls 1d to determine their nature: 1-2: temporary 1-point Ally, 3-4: temporary 1-point Contact (equal chance of Skill 12 and Somewhat Reliable, or Skill 15 but Unreliable). 5: A source of a Favor. 6: A -5 point, one-shot Enemy.

When you meet your Traveling Companion, they will initially have a Good reaction to you, which might be modified based on the GM’s judgment and your subsequent behavior towards them. Enemies will appear to be friendly, right up to the moment they strike.

It is up to the GM to define the companion’s exact nature and the nature of the Favors they grant, if any. At the GM’s option, you can spend character points to turn a friendly traveling companion into a permanent Ally or Contact.

Hostile traveling companions don’t necessarily want to kill you, but will always try to do some sort of harm before vanishing. For example, they might try to rob you, lead you astray, frame you for a crime, or press you into military service. The GM should do his best to disguise a hostile Traveling Companion’s true nature or keep the player guessing about friendly companions.

Obviously, traveling companions don’t appear if you are deliberately trying to travel unnoticed or alone.

Last edited by Pursuivant; 07-21-2022 at 01:33 AM.
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Old 07-24-2022, 02:40 AM   #37
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Anthropomorphic World (Supernatural)

Normally inanimate objects temporarily become animate, gain sapience, and possibly acquire human-like facial features when you’re around.

While they typically don’t behave any differently and aren’t under your control, they might react in a human-like fashion to your moods or actions, such as crying out in pain if you strike them. If you have an appropriate advantage (e.g., Detect or Plant Empathy) inanimate objects will speak to you in your native language. While they don’t provide any more information than normal, they might provide it more quickly. If you have an appropriate “Speak With . . .” advantage, you can interact with inanimate objects of the appropriate sort as if they were human.

The drawback of this perk is that anthropomorphic entities make noise and unwanted comments, possibly giving you a Distraction.

Anthropomorphic entities might also refuse to take on anthropomorphic characteristics when others are around, possibly giving you an undeserved bad Reputation for having a Delusion or talking to seemingly inanimate objects.
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Old 07-25-2022, 01:34 PM   #38
Donny Brook
 
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Default Re: A Catalouge Of Silly Perks

Nothing But Net
You never require bathroom tissue.
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Old 07-25-2022, 06:44 PM   #39
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Default Re: A Catalouge Of Silly Perks

Uses favorite word rhetorically:

This is for politicians, lawyers, activists, preachers and anyone else whose vocation requires a lot of public speaking.

Note: this is borrowed from some mathematical analysis that actually traced this. Different politicians had their favorite word. One's favorite, naturally was "I", but I forget which.
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Old 07-28-2022, 07:19 AM   #40
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Default Re: A Catalouge Of Silly Perks

Exposition Magnet: This is basically the Exposition Sense perk from the ESP section of Psionic Powers, only even more convenient: plot clues find you rather than the other way around. It is still GM controlled, and in addition may become a minor annoyance if you're trying to spend some time not heeding the call to adventure. In certain genres this is a 0-point feature every protagonist is assumed to have.
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