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Old 06-21-2008, 09:38 AM   #111
Figleaf23
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Default Re: List Of your favorite Custom Perks

Interposing: The character can parry blows directed at a person in a neighboring hex, if her weapon could reach the attacker.

Signature Piece: the character has a song, or a recipe, or a monologue, or a magic trick or whatever that he can perform as if his level in the relevant skill were 16(+?), regardless of his actual true skill level.

Master Debater (specify skill): the character gets +1 on Public Speaking, Fast-talk, or Diplomacy when invoked in reaction to the statements or positions of another person.

Rich Inner Life: the character is never bored and is resistant to the effects of isolation and shunning.

Last edited by Figleaf23; 06-21-2008 at 09:57 AM.
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Old 06-21-2008, 09:41 AM   #112
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Default Re: List Of your favorite Custom Perks

Quote:
Originally Posted by Figleaf23
...
Rich Inner Life: the character is never bored and is resistant to the effects of isolation and shunning.
Shunning? That's just when everyone stops bothering you, so you can quietly read gurps. :)
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Old 06-21-2008, 09:42 AM   #113
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Quote:
Originally Posted by Rocket Man
"James, that tuxedo is smashing. Where did you find it?"
"It's a Bond ... Outfit Bond."
LOL!

[plus these additional characters to get past the machine-brain]
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Old 06-21-2008, 09:56 AM   #114
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Perseverent: the effects on the character of falling below positive HP or FP thresholds is delayed for one round (in combat) or one minute (out of combat).

Leaf Bugs: Put a 2/2 Green Creature token into play at the start of each of the next three turns. [What the...? Ooops, how did that get in here?]

Unenviable: The character does not provoke reactions under the Jealousy disadvantage, and any negative reaction results that would, in the GMs judgement, be based on envy or jealousy are converted to neutral results.

Respectable: Reaction modifiers to the character from higher status individuals are improved by 1.

Last edited by Figleaf23; 06-21-2008 at 10:00 AM.
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Old 06-21-2008, 12:25 PM   #115
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Quote:
Originally Posted by Infornific
I think this is a little underpowered. Here's my logic. Indomitable can be regarded as Resistant (Immunity) to Influence Skills. Following that logic, if full Indomitable costs 15 points, for 7 points you can have +8 to resist all Influence skills and for 5 points +3 to resist all Influence skills. Since this is just one Influence skill, I'd make the bonus +3. Another trivial consideration - change the name depending on the skill resisted - Skeptical for Fast Talk, Resolute for Intimidation, Chaste for Sex Appeal, etc.
Following the pricing of Fearlessness suggests that 1 point for a +1 to resist Intimidation would be fair, which makes me think that the same would apply to other Influence checks. Higher bonuses should have some sort of conditional restriction, IMO. I like the name choices, though :)
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Old 06-21-2008, 09:02 PM   #116
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Quote:
Originally Posted by Not another shrubbery
Following the pricing of Fearlessness suggests that 1 point for a +1 to resist Intimidation would be fair, which makes me think that the same would apply to other Influence checks. Higher bonuses should have some sort of conditional restriction, IMO. I like the name choices, though :)
Well, I'm extrapolating from the Resistant Advantage - logically, +3 vs all Influence skills should cost 5 points, so just against 1, +3 for one point seems reasonable. Also note that Martial Arts has a Chi Resistant perk with similar mechanics, so there's precedent in the official rules.

There's also a key difference between a Perk like this and a Perk like Weapon Bond. If a Perk gives a limited bonus to a skill, you can be sure the player will actively try to make that Perk useful. In contrast, this Perk is passive - it's only useful if the character is attacked with a specific skill. It's much harder for the player to bring the Perk into play. Unless the GM is fond of Eigen Plots, it won't come up that often. A larger bonus seems reasonable compensation.

- DW

Last edited by Infornific; 06-21-2008 at 09:48 PM.
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Old 06-21-2008, 09:12 PM   #117
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Quote:
Originally Posted by Figleaf23

Outfit Bond: The character owns one set of clothes that fit her like a million bucks and suit her color perfectly, etc. When she wears this outfit with appropriate preparation in reasonably correct contexts she gets +1 on reaction rolls from one sex or the other (choose at character creation).
I like that one, but perhaps we should generalize from Weapon Bond to Equipment Bond -

Equipment Bond - You have a set of equipment particularly adopted to you that gives you +1 to a specific skill. If you lose the equipment, you lose the bonus but you can buy the Perk with another set of equipment. So...

Weapon - +1 to Combat skill.
Vehicle - +1 to appropriate vehicle skill.
Outfit - +1 to Sex Appeal. Alternately, it could be a bonus to a different skill.
Lock Picks - +1 to Lock Picking skill

et cetera.

- DW
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Old 06-21-2008, 10:08 PM   #118
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An Edge: the character wins all tied rolls/results in Contests (except against a another character with An Edge).

Hirsute: the character can grow a reasonably shapeable beard in couple of days, and a full beard in a couple of weeks.

Depilated: the character never needs hair removal of any kind.

Thinks Ahead: when the character takes a Wait maneouvre in combat, if he has not taken another maneoevre by the start of his next turn, he may convert the Wait into a Plan. The character may thereafter use the Plan in any combat round after he has taken an Evaluate maneoevre. When he does, he may choose any All-Out-Attack option without suffering any of the subsequent defensive penalties of an AoA. This attack (only one, if AoA double is selected) also gets the benefit of the prior Evaluate maneovre(s).

Last edited by Figleaf23; 06-21-2008 at 10:28 PM.
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Old 06-22-2008, 02:07 AM   #119
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Default Re: List Of your favorite Custom Perks

Quote:
Originally Posted by Figleaf23
An Edge: the character wins all tied rolls/results in Contests (except against a another character with An Edge).

Thinks Ahead: when the character takes a Wait maneouvre in combat, if he has not taken another maneoevre by the start of his next turn, he may convert the Wait into a Plan. The character may thereafter use the Plan in any combat round after he has taken an Evaluate maneoevre. When he does, he may choose any All-Out-Attack option without suffering any of the subsequent defensive penalties of an AoA. This attack (only one, if AoA double is selected) also gets the benefit of the prior Evaluate maneovre(s).
Munchkin.
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Old 06-22-2008, 06:35 AM   #120
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Quote:
Originally Posted by Molokh
Munchkin.
As distinct from other advantages?????
Have you read how TbaM works?
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