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Old 12-10-2012, 06:04 PM   #1021
Sense of Duty (Kittens)
 
Join Date: Apr 2005
Default Re: List Of your favorite Custom Perks

Chronicler Inspired by a rule in DF2, this allows you to write two written works in a week between adventures without skill penalties
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Old 03-10-2013, 04:17 PM   #1022
Rocket Man
Petitioner: Word of IN Filk
 
Join Date: Aug 2007
Location: Longmont, CO
Default Re: List Of your favorite Custom Perks

Why, I Remember ... : You have one old personal or family story that you can tell well, in great detail, whether it's about great-great-grandpa crossing the Cumberland Gap with Daniel Boone, or the Spring Break trip that ended in three broken bones and seven tickets. Add +4 to Public Speaking whenever telling this favorite tale.

Note that nothing requires the tale to be true, although you may be unaware of the fact! If, in fact, you do know this story to be merely a tall tale, you also get a +4 in opposing any attempt to uncover that with Detect Lies.
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Old 03-18-2013, 05:51 PM   #1023
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: List Of your favorite Custom Perks

Quote:
Originally Posted by Rocket Man View Post
Why, I Remember ... : You have one old personal or family story that you can tell well, in great detail, whether it's about great-great-grandpa crossing the Cumberland Gap with Daniel Boone, or the Spring Break trip that ended in three broken bones and seven tickets. Add +4 to Public Speaking whenever telling this favorite tale.

Note that nothing requires the tale to be true, although you may be unaware of the fact! If, in fact, you do know this story to be merely a tall tale, you also get a +4 in opposing any attempt to uncover that with Detect Lies.
Sounds like Hyper-Specialisation to me.
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Old 03-23-2013, 09:53 AM   #1024
Hemlock
 
Join Date: Nov 2007
Default Re: List Of your favorite Custom Perks

Free Parking Fiend. Whenever a vehicle you occupy (as passenger, driver, gunner, whatever) pulls into a parking space with a parking meter, there will be 1d6+9 minutes of time left on the meter from the previous occupant of the parking space. For short stays, you don't need to put coins/ tokens in the meter. You get 10 to 15 minutes of 'Free Parking' !
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Old 03-23-2013, 10:13 AM   #1025
Flyndaran
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: List Of your favorite Custom Perks

It doesn't even have to be as obvious as extra time. It could be a lax Meter Reader, or they're occupied with someone creating a scene about their ticket, or they're taking a nap, getting a sandwich, etc.
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Old 03-31-2013, 10:08 AM   #1026
Hemlock
 
Join Date: Nov 2007
Default Re: List Of your favorite Custom Perks

Sharp-eyed Player. When your character is playing cards, board games or dice, his opponents get a -2 to skill checks when trying to cheat; if they play honestly, they are at normal skill checks. However, your character gets a -1 to observation rolls when trying to spot anything that is happening outside the dice/ card/ board game, regardless of whether his opponents are trying to cheat. He is just too focused on watching his opponents.
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Old 01-05-2014, 11:39 PM   #1027
Rocket Man
Petitioner: Word of IN Filk
 
Join Date: Aug 2007
Location: Longmont, CO
Default Re: List Of your favorite Custom Perks

SOP: Iron Bladder: You pace your bathroom breaks really well and can make it through long periods of time without having "to go." This gives a minor benefit on anything that requires a long period of time, such as +1 to Observation rolls during a day-long stakeout (since you don't have to leave the scene as often), or -5% to -10% from the travel time for a solo cross-country drive (since you don't have to pull over as much).
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Old 01-25-2014, 09:55 AM   #1028
malloyd
 
Join Date: Jun 2006
Default Re: List Of your favorite Custom Perks

Maybe not "favorite", but this week's project was organizing house rules perks. Trimming out the bits that are just comments on existing perks, and the ones I remember borrowing from this thread still leaves quite a few, might as well post them.

Accepted †
You are welcome in an ordinarily insular social circle - a minority faith, ethnic enclave, caste, gang, guild, professional network, hobby community etc. This is a matter of credentials, not skills and sually requires you to be vouched for by respected members of the community.. It's [easier] to be accepted if you know the right skills, speak the right language, have the right skin color or worship the right gods, but it isn't automatic, nor impossible otherwise.
You do not suffer skill penalties for lack of Cultural Familiarity when interacting with this group, are granted the courtesy they extend to each other (being listened to as a equal, admission to private ceremonies, etc. - often equivalent to a 1 point Claim to Hospitality), and access to their collective resources (whether that's the village well, the club library or the shrine of the god). If you lack knowledge that defines the group (a language, Culture Familiarity, Theology, defining skill of the profession or hobby) you can easily find somebody willing to teach you.
A group that provides enough support or resources to qualify as a Patron or more extensive Claim to Hospitality costs more, as does any authority over the group members (Rank). Though often you can take the perk for such groups to be allowed a fringe affliliation - you don't get the benefit of the Patron, but the people who do still let you hang around, treat you courteously, and if you are otherwise qualified likely are gently pressuring you join.

Air Step *
You can take a single step against the air. This adds 1 stride (about 3 feet) to jumping or safe falling distances, and allows you to change direction by pushing off the step - add +3 to an Acrobatics roll to break a fall or do something impressive in mid-air. Action heroes who can "run" a pace along a wall effectively have this, allowing them to exert a step worth of force in a direction that isn't actually possible.

Alien Interfaces †
You have practiced handling grips and reading displays designed for a particular alien species. You suffer only half the usual penalties for using equipment designed for them.

Alignment †
An alignment perk changes your nature with respect to supernatural effects. The benefits and drawbacks must approximately balance or be bought separately – if beings ordinarily of that nature pay points for it, you don't get it unless you pay them too!
For example Alignment (Evil faith) might make you vulnerable to an opposing True Faith, but immune to the terror auras of the faith's demons, Alignment (Elf) can reflect some taint of elven blood that causes wards and magic items to react to you as an elf, a shaman might take Alignment (totem animal) and be detectable (and controllable) as an animal, but not as a human, or a dedicated martial artist take Alignment (weapon) and become subject to weapon enchantments, and spells defending against weapons.

At Your Fingertips *†
You can select exactly the item you want from a specific group. This saves you from needing a Long Action to ready it. Examples include drawing specialty arrows from a mixed quiver, a potion vial from a belt pouch full of them, the right key from a key ring, or exact change from your coin purse.

Attribute Substitution (Missile Weapon skill based on Per)
An example of an attribute substitution that is worth a perk. Upon examination it doesn’t make enough sense anybody could argue for it – seeing a target is a prerequisite for aiming at it, not an aiming method itself – but has enough similarity not to be ridiculous.
Note with the standard Per = IQ rule, this gives IQ centered characters a cheap combat skill, which might undercut more conventional warriors. On the other hand, if you already have wizards running around with Psychic Guidance on their missile spells, giving the smart non-wizards something could be a good idea.

Brotherhood of Flies
Ordinary insects – mosquitoes, fleas, biting flies, gnats, lice, bedbugs, wasps – normally ignore you. This protects you from insect bites and stings, including the occasional poisonous one and those carrying insect borne diseases. If you deliberately irritate a group of insects, say by stomping on an anthill or striking a wasp nest, they stop ignoring you.

Burning Blood
Your blood burns on contact with air. Treat anything you bleed on as if touched by a burning match.
This is a cool unnatural effect, it does no additional damage to you or to anyone else. If you want to inflict serious damage with your blood, you need an Innate Attack.

... But in a good way †
You have a characteristic which ought to be a social stigma, odious personal habit, etc., but somehow is not [for you]. You may not also claim disadvantage points for the problem you do not have!. Unlike Passing Appearance you may not take the trait as a Secret or Reputation either; it is not that people don't know you have it, it is they don't care in your case.
Many fictional “outlaws” have this. It is the difference between being a thief, rapist and murderer and “a [pirate], ooo how romantic”. It can also explain members of a hated race joining their fellow adventurers in the tavern.
You may take this perk for a social feature which is not normally a disadvantage, negating reaction penalties that key on that feature, such as from Intolerance or Jealousy.

Calendar Savant
You can instantly perform involved calendar calculations – examples include naming the day of the week or the phase of the moon of any date, finding the number of days between any two dates, calculating the date of Easter in any year, or converting dates between two incommensurate calendars. This is usually a party trick, but is also the single most common kind of savantism observed in cases of mental disability.

Calibrated Thumb †
You can measure something accurately (assume three significant figures if it matters) by some simple interaction with it. Specify both what you can measure and what you need to do. Examples include pacing off a length, hefting or pushing on an object to weigh it, tasting a drop of liquor to determine alcohol content, holding up a wet finger to measure air flow, tapping a fruit to determine ripeness, tugging on a rope to learn its breaking strength, or biting a coin to assay gold content. For something that could be determined with a skill roll this is automatic. For something that should require instruments or extensive tests it requires a Perception roll.

Careful Parry †
When parrying a heavier weapon, treat your own weapon as one quality factor better than it is for breakage rolls. This is not often taught in styles where fine weapons are considered routine. Specialization by melee weapon skill is required.

Cellulose Digestion
Your biochemistry can depolymerize cellulose to sugars. You can derive all your calories from bark, leaves, stems and blades of grass if you must. The total weight of food you need does not drop substantially, but the cost, or foraging time, is halved. Actually waste plant matter is so common and cheap you could survive quite a while on far less than that, but will eventually suffer from vitamin and protein deficiency diseases if you don’t eat something other than leaves.

Chaste
You adhere to your culture's standards of sexual fidelity. You automatically resist casual advances, and you get a +3 to resist drugs, magic or other compulsions that would cause you to violate those standards. You must role-play the appropriate behavior. This is incompatible with the Lecherous disadvantage (if lechery is culturally acceptable behavior, you don't get disadvantage points for it!) and often constrains the use of Sex Appeal.
The bonus does apply to resisting [some] uses of influence skills, but many Sex Appeal rolls are for something other than seducing you to violate your standards, and would not get this bonus. Even if you fail to resist an influence roll you should routinely exercise the option of saying no and suffering the margin of success penalty as part of that appropriate role-playing.

Cipher Alphabet
You know Morse code (or an equivalent alphabetic cipher common in your setting). You can send it at 2DX words per minute with a simple key, by clicking rocks together etc., or at 3DX wpm with an advanced key. If you wish, you may buy this as a Skill Adaptation for a skill you regularly use code with, in which case your sending rate is 2 or 3 times your skill instead.
If you are not literate in the base script, your ability to communicate with the code is limited to Broken literacy, and of course you can't transcribe messages.
If you have Signaling or Electronics Operation (Communications) you do not need this perk for codes in common use where you learned that skill.

Ciphering
The ability to do arithmetic. You can count open endedly, put numbers in order, compare quantities; add, subtract, multiply, and divide; figure change; convert units; understand decimals, fractions and compound arithmetic; know the difference between lengths, vectors, areas and volumes; and know what powers and roots are. This includes using calculation aids – tallies, written numbers, counting boards, abacuses, slide rules, pocket calculators – though each requires familiarity.
This is a required prerequisite for any skill that benefits from Mathematical Ability, and necessary for many tasks even in skills for which it is not mandatory.
While not rare, this does not approach universal until TL5, and may decline again with electronic computation. It is close to universal in the modern world, and lacking it may qualify you for Social Stigma (Ignorant).
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Old 01-25-2014, 09:56 AM   #1029
malloyd
 
Join Date: Jun 2006
Default Re: List Of your favorite Custom Perks

Clothing Shtick – Arctic Bikini*
You have an outfit that provide all the protection possible from ordinary clothing (up to the equivalent of waterproofed winter clothing and good hiking boots). It may look like skimpy underwear and a pair of bunny slippers, but it protects you from cold, rain, sunburn, or stepping on sharp rocks anyway. You must have paid at least as much for it as for the protective outfit is mimics.

Clothing Shtick – Clothing Adaptation †
You ignore restrictions or skill penalties that logically should be imposed by a specific type of clothing. Take this perk to be able to perform normal physical activities in high heels or tight corsets, ride astride in a skirt, swim in a trench coat, do acrobatics in a floor length cape, or slip in and out of clothing that should require a servant to stitch you in. Some of these are even realistic. Dress Sword Adaptation, allowing one to wear a sword everywhere without tripping over it, knocking into anything, or getting it caught in doors, is popular.

Clothing Shtick – Costume*
You have a costume that remains intact enough to be recognizable and to cover you modestly no matter how it is abused. It isn't invulnerable, but your actions never damage it unintentionally, and damage from other sources somehow fails to compromise either of those properties.

Clothing Shtick – Glued On †
You have an item of costume that stays in place despite logic – a gown with no supports, a hat that stays on even when you are hanging upside down, bracelets many times bigger than your hand that nevertheless don't fly off when you make wild gestures.

Clothing Shtick - Inconspicuous Flamboyance*
You wear a costume that should attract attention – drawing stares, penalizing your stealth skills, causing children to laugh at you – but somehow does not. People react to this particular outfit as if it was ordinary clothing appropriate to your current activities.

Clothing Shtick - One Way Veil †*
An article of costume which should obstruct your vision does not. Examples include a veil, a helmet, an eye patch, colored contacts, or sunglasses.

Clothing Shtick – Quick Strip
You always arrange your clothing or armor so you can remove it unaided. If it normally requires help, you can remove it in the time ordinarily possible with one assistant. If it can normally be removed without help, you can remove it in 1/4 the usual time, or in the usual time while doing something else (i.e. treating undressing as a long Free Action). You may still need help to get back [into] your gear.

Code System †
You know a system of signals with a limited vocabulary – equivalent to a language at broken, though often specialized to a particular domain. Examples include systems of trail signs or hobo codes, military hand signs or trumpet signals, naval flag codes, or the language of flowers.

Combat Poisoning *
Prerequisite: Poisons-15+
You can poison a weapon – a process that ordinarily takes a couple minutes of careful work plus some drying time - in combat. This requires you to Ready the poison container and the weapon (to be poisoned, not to attack or parry with), take a Long Action for 1 second per dose being applied, and make a successful Poisons roll. A failure wastes the poison, a critical failure means you poison yourself with one dose.

Common Courtesy
This subset of the Common Sense advantage warns you when your character is about to do something [socially] idiotic – assault your employer, mock the dead at a funeral, hit on the bride at a wedding, violate the code of hospitality, threaten the king’s children in front of the royal guard, blaspheme inside the temple in the middle of the high holy day service…. You must have some way of knowing about the social norm you are violating – though many rules are so universal you should get a warning unless you have actual knowledge they don't apply here – and of course knowing it is a bad idea doesn’t help much if you are being forced to act by a failed Self Control roll.

Computer Operation
The ability to use a computer and operate end-user software for its designed purposes.
During the period computers are being introduced, TL7 and early TL8, this functions as a universal Skill Adaptation perk, extending your existing skills to computer applications. In later periods many skills [assume] software tools, and this is absorbed in familiarity with the Tech Level.
This perk replaces the Computer Operation skill.

Controllable Condition †
You can inflict a normally involuntary reflex or irritating condition on yourself at will – examples include blushing, coughing, crying, fainting, shivering, sneezing, vomiting, intolerable itching, drowsiness, tipsy, agony.... The reaction is entirely real – this means you never need an Acting roll to make it convincing, but can't necessarily cut it off instantly either. Some of these will occasionally net you a +1 to impersonation or influence rolls, finding uses for the others is left as an exercise for the student.

Controllable Disadvantage (Delusion)
Being able to voluntarily convince yourself of anything is a reasonable perk. But be careful. By definition you really believe a Delusion is true, and it isn't easy to justify wanting not to believe the truth. Once you give yourself a Delusion you may not just decide you don't need it any more and turn it off. In a sense you can never turn it off, to give it up you must delude yourself [again] into believing something else you now know to be false.

Countermagical Training †
You can use Counterspell and Ward (or any other counters that have a different effect for knowing the spell) against some spells you do not actually know. The usual specialization is by College, but anything else that forms a coherent group in the campaign (a particular Color of magic, drawing on a particular Decan or Zodiacal sign, learned from a particular tutelary demon etc.) would be reasonable. This is included in the Magical Style Familiarity (or Lapsed Practitioner) perk for spells taught by a particular school.

Craft Secret (Ghost Forge)
A Craft Secret for the Smith skill. This perk allows you to forge tools or weapons that can touch Insubstantial things. To those not able to see both realms such objects display extremely strange behaviors - such as being unable to go certain places due to intangible objects in the way, or moving "on their own" for no purpose as someone in the other realm uses them.

Deceptive Age
You appear [significantly] older or younger than you actually are, enough to cause people to misjudge your experience or abilities. If your looks qualify you for a social (dis)advantage that accompanies a particular apparent age, buy that separately.
This is usually because you are not human in a setting such races are secret. Secret immortality, rejuvenation or personality transfers could also qualify.

Deceptive Appearance †
You "just look like" something. Your appearance consistently causes strangers to assume something about you, whether it is true or not. You get a +1 to influence or reaction rolls in situations your apparent feature would help, and a +1 to Acting for conforming to the expectation, but suffer a –1 where the assumption would count against you, or to Acting against type. Some examples:
Competent. People turn to you for leadership and trust you with difficult tasks, +1 to rolls to convince them to do so, -1 to convince people you are harmless.
Foolish. People dismiss your words and actions, +1 (instead of the usual penalties) to get away with saying or doing something normally outrageous, -1 to convince people to trust you with any responsibility.
Honest Face/Innocent. People don't pick you out as suspicious. +1 to have your word accepted, or to talk your way out of minor punishment, -1 to look tough or criminal. This does mean that you will usually not be searched or questioned as a suspicious character, unless there is actual evidence. On the other hand, the penalty applies to most interactions with criminals, and pretty much all Intimidation rolls.
Pathetic. People sympathize with your helplessness. +1 to extract alms or other minor aid from them, -1 to convince them you are competent to do anything difficult.
Stupid. People think you are a moron, +1 to fool people into thinking you didn't notice or understand something, -1 to get them to listen to you, or convince them your ideas are worth anything.
Sympathetic. People often confide their troubles to you. +1 to talk people into telling you personal secrets, -1 to look threatening.
{The corresponding penalty is [important], without it these are badly under-priced, given that you need a –75% limitation to lower a +1 appearance reaction to 1 point, or –80% for an always recognized Reputation. It's the lack of an explicit downside that breaks Honest Face (p.B101) or Pitiable (p.B22)}

Diet Adaptability
You are not bothered by the taste, texture, odor, or appearance of unfamiliar foods, never suffer ill effects from eating something your body isn’t used to, and can occasionally impress people with your ability to down hot peppers or raw alcohol or stir-fried roaches.
This does not allow you to digest anything your species normally cannot eat, nor protect you from food poisoning, allergies or toxins. Buy Reduced Consumption (Cast Iron Stomach) or Universal Digestion for that.
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Old 01-25-2014, 10:00 AM   #1030
malloyd
 
Join Date: Jun 2006
Default Re: List Of your favorite Custom Perks

Divinatory Kiss
By kissing someone and making a successful Sex Appeal roll, you can obtain a short answer (no longer than could be spoken during the length of the kiss) to one [personal] question about them. Of course anybody could make a request for information with a Sex Appeal roll, but this is a little faster, dodges emotional penalties on revealing personal stuff, and the target doesn’t know you have the information. And it's a lot less likely to get you in trouble than asking "so what is your name anyway" the morning after.
As an ability of succubi, this has the Demonic source limitation, but Magical, or even Druidic for fauns or dryads, are reasonable alternatives. Variants using Erotic Art instead of Sex Appeal are reasonable too, though more involved, trading taking longer for allowing longer answers....

Drug Injector
You have an implant that will hold one dose of something, which you can then take as a free action, saving you the Ready action(s) you would otherwise need to use it. You must obtain the drug normally (i.e. you still have to pay for it). While not technically a cinematic perk, it’s not very useful in settings without cinematic drugs that can take effect in moments, similarly instantaneous magical potions, or as a suicide device carrying a dose of poison.

Drunken [skill]†*
You suffer no penalties for using a particular skill while tipsy or drunk. Your DX and IQ are still reduced for everything [except] rolls against this particular skill. This is much less cinematic than Drunken Fighting; for skills that do not actually require much coordination or reasoning it may approach realistic. It is probably a lot more common for Musical Instrument or Performance than for combat skills.

Esoteric Teaching*
You have a non-standard educational technique – inflicting torments on and insulting your charges, playing unrelated games, meditating on nonsensical koans, the “think method”. No matter how ridiculous it seems, it works just like normal teaching; though it may not be obvious to anybody, including the student, anything is being taught. This is a Skill Adaptation of Teaching. Alternately you can add it to another skill, substituting that skill for Teaching but only to teach that skill with the non-standard method.

Extra Option (Archery Disarm)
You [can] attempt a disarm with a bow. This works as for any other weapon (p. B401) - roll to hit at a -5 to -7 penalty and win a quick contest to knock the target weapon away - except that instead of your weapon skill in the contest, use the ST of the bow, the weapon is always knocked into one of the three adjacent hexes further from the archer, and a critical failure doesn't automatically disarm you.

Extra Option (Can spend HP to power Extra Effort.).
This is generally only worthwhile if you are a machine, undead or otherwise don’t [have] the fatigue the Extra Effort rules normally require. But forcing yourself to do something certain cause an overexertion injury certainly isn’t impossible for humans, just rarely a good idea.
Equivalent perks are possible for most things you can spend fatigue on, with a major exception: spells already have a special rule – Burning HP (p.B237)

Extra Option (Melee Dodge and Drop)
You can Dodge and Drop (p.B377) against melee attacks, not just ranged weapons. Given that retreat provides a similar bonus without forcing you prone, this is a pretty specialized tactic, but sometimes there are no open hexes further away from your opponent, and unlike Retreat, Dodge and Drop lets you dive into any two hexes as long as one of them is or touches your starting hex, it is perfectly possible to dive toward an opponent and attempt to drop under his weapon. Note that Martial Arts let’s anyone attempt a somewhat less effective variation (Dive, Martial Arts p.123) without needing a perk.

Extra Option (Pop-Up Archery)
You can make a Pop-Up Attack (p.B390) with a bow.

Exotic Sexual Preference
Your sexual preferences are extremely unusual for the setting. You are not immune to seduction, and would resist an appropriate attempt normally, but nobody is likely to offer one. Worse luck. This is most reasonable when you are the only member of your species around.

Eye for Lengths
You don’t need a measuring tape to determine people’s height, tell if something will fit, cut timber or garments etc. Your estimates are accurate to three significant digits without one. If it is more than 5 hexes long or 5 hexes away, this is the wrong perk, see Eye for Distance.

Faith
You adhere to the principles of your religion quite strongly. You may ignore casual temptations to violate them, and get a +3 to resist drugs, influence rolls, magic, or other compulsions that would cause you to. Remember influence rolls are not compulsions, you always have the option of saying no and accepting the margin of success penalty, and usually should when asked to do something that violates the principles protected by the perk.
You must role-play appropriate behavior to keep this perk. This never modifies disadvantage Self Control rolls, and the GM may decide it is incompatible with disadvantages that force you to sin frequently. Though role-playing near constant penance for your frequent backsliding could be interesting too….

Fallback Role
Somewhere behind you there is a community that would take you in, find you a job and a spouse, and help you blend into an ordinary anonymous life. This will not be important to your life as an adventurer, but you know that if it all falls apart and you can break contact with any immediate pursuit, there is a place to run.

False Aura
This perk fools supernatural information gathering - aura reading, divination, Detect powers and the like - about one feature of your character. You must specify which feature and what is falsified - false positive or negative, looks like something else, shows up as much stronger or weaker than it really is etc.
Typical choices include your species (this may be a required co-requisite of Passing Appearance if magical race detection is common), the presence or absence of a supernatural ability (or curse), linkage to a specific power source, your emotional state, or your moral worthiness. You may take the perk multiple times to conceal different traits.

False Tracks*
You can change the details of the trail you leave. A common fairy trick. This does not make the trail harder to spot, but it can confuse pursuit anyway when your human footprints and scent vanish at the moment this tiger spoor appears....

Familiar Terror †
You don't make Fright checks for something that normally causes them. You are so used to the horrible scenes of the Temple of Evil they don't bother you anymore, or have fought (or befriended!) so many of this kind of monster another one just doesn't scare you.

Finishing Flourish †
Whenever you kill someone (by reducing them to –5 x HP, or their failing a death check after you inflicted a lesser injury) with a particular attack on a suitable hit location, you can opt to have them expire in a particular flashy way defined when you bought the perk – you pull their still beating heart from their chest, you rip their head off, etc.
This has no game mechanical effect on the target, who is after all dead, but allows you to attempt Intimidation on any witnesses as a free action. This is akin to the Gun Shtick Stone Cold Killer, don’t take them both.

Free Lunch †
You have access to some minor good or service (worth less than $10/day or $200/month) which you don’t have to pay for. You must specify what it is and where you have to go to collect it – your uncle’s restaurant will feed you whenever you drop by, you have a key to the back door of a local theater, a friend will do your laundry, you’ve won a “lifetime supply” of breakfast cereal, somebody has a spare closet you can store your stuff in rent free…. You may not sell this benefit (if you want that, buy Independent Income, which will cost more), and there is always a risk the friends who provide it may ask for a favor.

Fuzzy Background
Available only in settings where there are expected to be records about everyone. Your data presence is amazingly thin. Efforts to learn about you from the record rarely turn up anything useful. People who investigate you may initially assume they are looking at a shallow Temporary Identity, but this is really you!
You must role-play this perk to maintain it – always pay cash, be cagey about giving your full name, refuse to discuss (or always lie about) your past, celebrate a false birthday, refuse to own a cell phone, never itemize your taxes, avoid Internet discussions and so forth.
Keep in mind this is always true - you can't provide the credit score or transcripts you don't have when that might be helpful either.

Genefixed
Your genetic code has been edited to remove defects. You may still take any particular disadvantage or below average attribute, there are always environmental causes, but such traits are not heritable – your children (or clones) would not have them.

Gift Sense
You are good at picking gifts. You never select something accidentally insulting, offensive or forbidden to the recipient, though you need to actually know them to be certain of selecting something they will actually appreciate. You may also roll vs. IQ to know the socially correct size bribe to offer for any particular return, or where the line is between generous and suspicious.

Gizmo (Specific Item) †
The ability to produce the item from nowhere, even if there is no possible way you could have it, once per game session. This is the Gizmo advantage (p B57), with a –80% limitation for one specific thing, or a small class of things of limited use (e.g. footwear or grooming supplies), rather than anything you need.
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