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Old 01-25-2014, 10:00 AM   #1031
malloyd
 
Join Date: Jun 2006
Default Re: List Of your favorite Custom Perks

Hair Adaptation*
Your hair can not catch fire, be grabbed by opponents, blow into your eyes, or catch in anything. It can be cleaned, dried, or restyled in a few seconds by running your fingers through it. In a break between scenes it can be recolored, shortened or lengthened by any amount as well. Equivalent perks are reasonable for beards, manes or other decorative features.

Horror Screaming*
You can scream in any situation, regardless of whether it is plausible - while out of breath or being strangled, when suddenly exposed to hard vacuum, as your throat is cut or while being blown to bits by an unexpected explosion.... This isn't [quite] useless as it mans attempts to silence you before you can scream a warning never work. The GM should also give you the benefit of the doubt if there is a question about whether someone could have heard your scream.

Ideal Weight
You do not have to do anything to maintain your chosen weight – it remains the same regardless of how much you eat or exercise. This does not protect you from the health effects of starvation or inactivity, only the cosmetic consequences.

Immunity to Boredom
You always have interesting things to remember, think about or imagine. Game mechanical effects are scarce, but you can occasionally ignore penalties for psychological stresses or patiently endure long waits.

Immunity to Scurvy
Your biochemistry produces all the Vitamin C it needs. Most animals have this trait. It is an Exotic perk in humans and their close relatives, guinea pigs, and bats.

Immunity to [specific drug]
A version of Immunity to [specific poison] for something not always considered a poison. You can have this for ethanol as an Exotic Perk, despite the less effective forms of alcohol resistance available as mundane perks, though this will also prevent the pleasant effects. A common version is for super-spies to be immune to their setting's cinematic truth drug.

Immunity to Sunburn
Just what it says it is. You can get the same effect with DR 1 (Limited: ultraviolet –80%) [1], but this version allows tanning.

Immunity to Urushiol
You are not allergic to urushiols - 6-alkyl derivatives of pyrocatechol (1,2-dihydroxybenzene) or salicylic acid (2-hydroxybenzoic acid). These are contact irritants found in plants of the genus Toxicodendron (lacquer tree (urushi), poison ivy, poison oak, poison sumac, waxberry) and some other Anacardiaceae (soapberries, cashews, mangos, some geraniums). This is actually rather common, about 15% of humans have this immunity.

Improvised Weapons (Throwing Art)*
Throwing Art doesn't normally suffer skill penalties for improvised weapons, but you can take this perk for it anyway, and claim the per die damage bonus usually reserved for real thrown weapons.

Internal Alarm
You may set a time at which you awaken from normal sleep. Absolute Timing already includes this ability. You must set a time before going to sleep, though declaring a fixed time for every morning is good enough.

Iron [object] †
You can use a class of objects for things they are not designed for without them being more fragile than the proper tool. The usual application is for improvised weapons – Iron Bow or Iron Blowgun to use them in melee as a staff or jo, or Iron Chair to reduce the cost of bar fights. But using objects to do the job of something vaguely similar but much tougher is a common trope – Iron Sword to use it as a prybar, Iron Belt to use it as a tow chain, Iron Fabric for climbing the curtains or bed sheets, Iron Automobile to ram through brick walls and remain driveable…. If it matters, use the DR and HP of the tool intended for the job – melee weapons are typically DR 4 to 6.

Job Experience †
The world is full of “unskilled” jobs, that require [some] training; even acting as a machine part takes practice. Still, any job you can master in less than 6 months requires less a point of training. To know how to do such a job already, take this perk. In the rare event you need a "skill" roll, roll against IQ or DX, usually with a +4 or greater bonus for an easy task.
Examples include assembly work, bath attendant, cashier, canal barge tower, ceremonial officer, courier, crossing guard, delivery person, ditch digger, envelope stuffer, garbage sorter, inventory counter, lamplighter, lawn mower, litter bearer, meter reader, receptionist, rental agent, porter, sales clerk, stevedore, stocker, street sweeper, teller, ticket taker, usher, waiter, walking billboard
There usually are skills you can practice doing such jobs – Area Knowledge and social skills are fairly common – they just aren't required to do a passable job.
If there is an obvious associated skill, a point in it is a better choice. Most agricultural or craft skills have some boring apprentice work – weeding, milking, chopping wood, scrubbing floors, grinding ingredients – done at a considerable bonus to skill. But if you really want to know all about mucking out the stables and nothing else about horses, or just the proper way to pump bellows, you can take the perk for those sorts of jobs too.

Keen Edge (Skill) †
Whenever you roll a tie in a contest of the chosen skill, it counts as a win. Effectively this is +1 to skill, only on a tie, only to decide who won. Breaking ties in some other case (equal Move rates, equal attributes, reaction rolls etc.) is a reasonable variation.

Kicking Stance
Prerequisite: 4 or more legs, or Kicking-16+
Failing a kick normally requires a DX (or Kicking) roll, at +1 per Extra Leg, to avoid falling down. If you have this perk, you do not roll. For animals with 4 or more legs this is a realistic perk, and most species adapted for kicking should have it. For two legged martial artists, it's arguably cinematic, but most styles emphasizing kicks teach stances that claim to increase stability. In either case, this does not apply to kicks where all your feet leave the ground, such as Drop or Jump Kicks.

Kickstart *
Any time you are faced with a machine that is not quite working – because of a failed installation roll, skipped maintenance, sand or slime in the works, a jam, gummed up by using dirty fuel etc. - you can attempt to fix it by striking it and swearing. This takes 1 second and fixes the problem on a roll of 6 or less. Alternate versions may involve laying on hands and speaking coaxingly. If this does not work, and you have the appropriate skills, you can then try the normal Immediate Action.
Machines that have suffered obvious combat damage, or other failures bad enough to call for a penalty to an actual repair roll, are too far gone to Kickstart.

Large Shield Training
A variant of Exotic Weapon Training. This perk removes the –2 to melee attacks for holding a large shield.

Leap to My Hand †*
One particular object (specified when you take the perk and weighing no more than your BL) will fly to your hand on command. This requires a Concentrate maneuver (though it may be possible to learn Fast Draw for it) and it will not work if it is more than 10 hexes away, there is no open path between you, somebody else is holding the object, or it held down by something you couldn't move or break one handed.

Legal Exemption †
You are exempt from a particular law or custom. Some examples: you may sit in the royal presence, eat forbidden foods, are exempt from property taxes, can ignore traffic laws, grow an illegal drug for personal use, decline a challenge to a duel without being considered dishonorable scum, or walk around in indecent costumes without being arrested.

Light Menses
You suffer little or no monthly menstrual discomfort or hormonal swings, and eventually no serious effects from menopause.

Lightning Count
You can tell at a glance exactly how many there are of something. If some of them are difficult to see, for example obscured by the ones in front of them, this may require a PER roll and be limited to two significant digits accuracy.

Like The Back Of My Hand
You have memorized the layout of a particular place. You can draw a map from memory, move around safely in total darkness (assuming nobody moved the furniture), count it as the most familiar possible case for spells where that matters, already know where all the hiding places or utility connections are etc. You may take this for a fairly substantial area - a 40 acre farm or a palace complex, overlapping Area Knowledge at the large end, though unlike that skill the perk covers only the physical layout.
You may learn this in play by spending 200 hours in an area, provided you have free access to all of it.

Like It Was Yesterday
You have perfect recall of a particular event (no longer than one day). This is cinematic Photographic Memory - a full sensory recording you can randomly access, freeze frame, zoom in on etc., but not manipulate the contents. This is usually only [useful] in cinematic settings where a single episode defines most of the character relationships for the rest of the campaign.
If you have a point available, you may buy this in play for any or all of the past game day.

Look Good *
When you wish, you automatically begin a scene with your appearance at its best. Your hair is in place, you are freshly bathed, your teeth are white, your makeup is perfect, your boots are polished, your clothing is clean and untorn (or ripped to display attractive locations nicely), and your choice of colors and accessories work with the surroundings. Any time there is a break in the action, or you can arrange a moment of privacy, you may activate this perk and clean yourself up, even if you have no logical way to make such repairs. This does not produce any particular bonuses, its primary function is to avoid reaction [penalties]. Less cinematic forms may not repair your appearance, but thanks to your natural poise, everyone ignores it.
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Old 01-25-2014, 10:01 AM   #1032
malloyd
 
Join Date: Jun 2006
Default Re: List Of your favorite Custom Perks

Manuscript Training †
You can read nearly illegible hand writing, overly florid calligraphy and the like. If it’s possible for anybody to determine what it says, you can read it without needing a skill roll. Specialization is by script, and you must already be literate in it to take the perk.

Mobile Retreat †
You can get the superior mobility bonus for a retreating parry (or block) with a specific skill other than Boxing, Fencing, Judo or Karate, provided you are similarly unencumbered. The bonus is +3 if your encumbrance level is None, +2 if it is light, +1 (i.e. no improvement) if it is medium or greater.

Name Hearing *
A perk common among summonable supernatural entities. You can hear your name (and a few seconds of context) spoken anywhere in the multiverse. You do not automatically know who spoke (though you may recognize the voice), nor where.
You only hear [your name], the identical sounds not intended as a name, or used to name something other than you, don’t trigger this ability. Still, if you don’t want to be driven mad by incessant voices, you should be cautious about handing out the name that triggers the ability too freely.

No Appendix
This is effectively Immunity to a specific disease

No Essential Nutrients
Your biochemistry can manufacture all the vitamins you need and convert any amino acids into each other. You are immune to many dietary deficiency diseases, though you still need enough calories, the same total weight of proteins, and the right trace elements.

Notable †
You have won an award, published a book, acted in a movie, defeated a famous foe, survived a famous disaster, write a column with an established audience, discovered or invented something, or otherwise done something newsworthy. Specify what. Most people accept this as evidence you know something about whatever field your accomplishment is in (wrongly if you lack the skills to back that up), and people who care about that subject may recognize your name (but don't react better or worse for it unless you also buy a Reputation). Any wealth, status or other advantages that might logically come from such an achievement must be bought separately or you don't have them anymore.

One Task Wonder (Acting)
Acting generates lots of One Task Wonders. Convincingly imitating one particular emotion is a very common one. Faking a particular debility is quite useful to beggars, and inventing nonsensical or insane babble is harder than it looks.
Convincingly fainting is a possibility, though when it is a social convention of feminine frailty it isn’t necessary to do it convincingly to benefit. Dramatically fainting (or have a heart attack or whatever), which isn’t really expected to fool anyone, is an application of Performance.

Out of Jail Free
Similar to a Favor, but more focused. You can waive off [one] moderately serious crime or violation of custom with no long term effects, using up the perk (and reducing your point value by 1). The judge owes you a favor, the community consensus is as a stupid foreigner who didn’t know better you deserve a second chance, your relatives will bail you out and then disown you (and really sort of expect you to move to the colonies), the Agency will cover up for you [once], but throw you to the wolves if you screw up again….

Perfect Pitch
You can correctly identify the primary frequency of a sound. This is a more impressive party trick if your culture has system of named musical notes, allowing you to demonstrate this by correctly naming them. If not, you can still tell if two sounds heard at different times have the same pitch, or tune an instrument to a particular scale without a pitch standard. This does not provide a bonus to any musical skills, but in legend and fiction it often accompanies the Musical Ability talent.

Perfect Skin
Nothing will disfigure your skin – minor markings simply don't happen, and major ones heal quickly and cleanly. You are immune to freckles, acne, sunburn, warts, wrinkles, skin cancer, scars and tattoos.

Personal System †
You keep your lab notes in an invented language, organize your library or files according to some principle that makes sense to you, have written a program nobody else can understand etc. It works normally for you, typically providing a small skill bonus, but is completely useless to anybody else. Mostly this just prevents anybody else from easily stealing your work, but if you have done this to something sufficiently critical to your job, you are an irreplaceable employee.

Poker Face
You do not show much emotion. Whenever you wish to conceal an emotional reaction, you may do so with a quick contest of IQ vs. the Perception or skill (e.g. Body Language or Detect Lies) of any observer trying to read you, or a simple IQ roll if nobody is paying that much attention. You still [feel] the emotion, and may be forced to react in accordance with it, you just don't [show] it obviously. This is a One Task Wonder of Acting.

Portable Bank*
You never have to worry about bank hours, or fool with cashier's checks, letters of credit or currency exchanges. Whenever you want any of your liquid assets, the exact amount, in a locally accepted currency, just happens to be in your pockets. By late TL7 you can get much of this effect with a credit card, which doesn’t cost a point, but there are still advantages. You can spend cash places off the grid, it leaves fewer traces, and if you need money for another purpose (e.g. a small bill to scribble a note on or a penny to replace a fuse) that works too.

Precarious Sleep
You can lock yourself into position and sleep comfortably in it – allowing you to get a normal night sleep while hugging a tree branch or wedged in a rock chimney, or sleep on a narrow ledge without risk of falling.

Pregnancy Test
By the Mother’s blessing, you can determine at a glance if someone is pregnant. If you touch them, you can learn the gender and current health of the baby, and the exact moment of conception. Note that She cares what you do with this information – doing this to obtain blackmail secrets or abort wrong gender fetuses is begging for a Divine Curse.

Protected Modesty *
You never unintentionally expose any bits anyone present considers indecent. Precariously fastened clothing never falls off, suitably concealing tatters will survive any amount of abuse, fencing tricks to cut it away automatically fail, shapechanging mysteriously carries your clothing with it etc. If you are unexpectedly approached while undressed, there will be a convenient visual concealment you can hide behind, and as long as you are making a sincere effort to do so anybody attempting to circle it for a better view is courting an accident that renders them unconscious, or a sudden fire that fills the area with dense smoke….

Psychic Photography *
This perk allows you to photograph ghosts, auras, past life resonances, psychic impressions and similar supernatural phenomena that are normally invisible. If you can see the phenomena yourself, this works rather like ordinary photography. If you can't see them, you invoke the perk when you take a picture, but will not know if there is anything unusual in the image until you develop it.

Radiation Repair
You shed 1 rad of accumulated radiation dose per day. This will heal "permanent" radiation damage. While very limited compared to Regeneration (Radiation Only), where 4 points buys healing 240 times as fast, the perk has the advantage of being potentially realistic biotechnology. Many real radio-tolerant organisms manage this level of repair – allowing them to thrive at several hundred to a thousand times natural background. Since this enough to deal with (hard to shield) cosmic rays, or the solar flux during quiet sun periods, it also greatly simplifies space travel.

Rapid Clotting.
You get a +8 to HT rolls to stop bleeding (p.B420).

Rapid Consumption
You can eat or drink an entire day’s food or water ration in under a minute with no ill effects. That is you don’t risk choking or end up sick from overeating; negative reactions to your barbaric table manners are still possible.

Rapport †
A limited form of Special Rapport. You immediately know when one specific thing happens to the person you are linked to. Typical examples might signal when they are injured, in trouble, thinking of you right now, in bed with somebody else....
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Old 01-25-2014, 10:02 AM   #1033
malloyd
 
Join Date: Jun 2006
Default Re: List Of your favorite Custom Perks

Reasonable Excuse †
Something in your known background makes a disreputable adventuring activity reasonable for you. This allows you perform an otherwise slightly suspicious activity without the neighbors calling the authorities, or get out of a mild infraction with a warning rather than an arrest. This might be a career in journalism or private investigation (people expect you to hang around crime scenes and ask nosy questions), a job or hobby that involves restricted materials (getting caught with an unlicensed item is a lot less suspicious if you've gotten it right many times before) or simply a reputation as a harmless eccentric (Oh, don't worry about them, Ol' Hippy Jack is always inviting weirdoes to crash at his house.)

Reliable Supply *†
You can easily find a source of a particular good or service. It will be available at a reasonable price – but if it had to come by yak caravan across the Desert of Doom “reasonable” is not the same thing as “list”. Buy the Cheaper (Gear) perk to find something cheaply rather than everywhere. You cannot take this perk for something you have claimed points for being hard to find – this mostly applies to Addictions or Dependencies.
You can take this to always be able to find products in your favorite color, ammunition for your exotic gun, clothing in your unusual size or a bar stocking your favorite liquor. Services are fine - perhaps you can always whistle up a cab, snag an open table at any restaurant or find a wireless hotspot. Things which are usually “free” – a bit of shade, a drink of water, an opponent for a friendly game, an unoccupied phone booth for your costume transformation scene, an improvised club - are too but the reasonable price rule still applies, if you want a cup of water in the desert, expect to pay for it.

Repertoire †
You have memorized a particular body of work – a scripture, the works a particular poet, the annual round of a particular theater company, a body of traditional tales, a riddle collection, a hymn book or other standard set of songs, the Monty Python film scripts – no larger than would fill a large bound volume. No rolls are needed to recall this material, but doing anything useful with it probably requires a skill roll, with the Repertoire negating any familiarity penalties.
Incidentally being known to have memorized a scripture may qualify you to purchase a minor devout reputation.

Residence Shticks*
These are minor benefits that apply a space you consider home. You do not need to own, or even regularly live in a space to consider it home, but if not the GM should require a plausible story. Changing your home is possible, but doesn't happen automatically when you move either.
* Brownies. Up to 2 hours of minor housekeeping chores (dusting, polishing, putting things away, and other tasks too simple to need a skill roll) are done for you each day when nobody is looking. Tasks requiring either more time or skill rolls still need to be done, and if there is a large backlog of them the minor housekeeping stops too until it is cleared.
* Fireproof Home. Your home will not burn down accidentally.
* Responsive Home. Your home is slightly animated, responding to commands or gestures. This is limited to trivial tasks you could do yourself in a few seconds without a skill roll – opening or closing doors or windows, drawing curtains, lighting or extinguishing candles, opening taps, straightening cushions etc. At most, this saves you a few seconds and a trip across the room, but looks pretty impressive.

Resistant to Fast Talk
You get a +3 bonus to resist the Fast Talk skill. This usually adds to Will, but can be added to anything else the GM feels would be effective in resisting this particular pitch. This is just Resistant (+3) to a Rare hazard (a single skill). You can substitute almost any skill for Fast Talk and get a fair perk. Brainwashing, one of the Enthrallment skills, Hypnosis, Interrogation, Intimidation, Merchant (to resist sales pitches, adds to Merchant in haggling contests), Musical Influence (reduce the effective margin of success by 3 when determining the effect on you), Propaganda, Public Speaking and Sex Appeal are common choices.

Resourceful
You are good as using stuff in unconventional ways. You may claim Improvised Equipment for any skill, even when there are no obvious tools around – the GM may make an exception if you are naked on a featureless plane.
If you want equipment better than Improvised, bring it with you, or buy Gizmo or Gadgeteer to produce it.

Restricted Access †
You have access to resource that is not public, but not particularly rare either. The prototype is admission to a private library or the "special collections" of a public one. In many societies "public" records are closed to casual inquirers and fall into the same category. Similar perks may allow you membership in a gym with really nice equipment, time on the base firing range to practice your shooting, or after hours side use of a company or university lab.

Sacrificial Block
You can sacrifice your block defense to attempt to block an attack on someone standing in adjacent hex, or one hex further away if you step toward them and sacrifice your next step as well (as per Sacrificial Dodge p.B375).

Safety Glass *
When you jump or crash through a window, or similar light obstruction, you take no damage from the obstruction. You may still take damage from the fall, and if the obstruction is strong enough you fail to break through it, this perk is useless.

Salt Tolerant
You can drink from the sea, alkaline pools or other mineral laden waters and remain properly hydrated.

Sanitized Reproduction
You cannot carry a defective fetus to term. Some mechanism checks your fertilized eggs for defects, and for mutagenic agents or deficiencies interfering with normal development. Essentially your offspring get the Genefixed perk.

Schrodinger Components †
You carry a container of stuff you do not need to inventory. You must specify its size, weight, and what [sort] of stuff is in it, and the pay for the total value of its contents. When you need something of that sort which would fit into that size and weight, you can pull one out, subtracting its list cost from the contained value. You can buy more value anywhere that sells that sort of gear. Once you specify what something is, it’s fixed, you can’t put it back into the container and get the value back, though you can carry it somewhere else if you want to keep it.
This is most appropriate for characters with skills where being prepared for every eventuality would call for a fortune in supplies, almost none of which would ever be used in play. Quick Gadgeteers or Alchemists, magicians using systems with lots of conditionally variable material components, cooks who might want a particular spice, technicians who might need any one of the dozens of bolt sizes (or thousands of chips) on the market to fix this specific problem, etc.

Search Fu
You are good at selecting search terms and scanning the results for likely hits. This halves the time required to locate material online or in a searchable database, or provides a +1 to Research skill if you take the normal time instead.

Secret Cache
You have a few cubic feet of storage - a safe, storage locker, jar buried in the garden etc. - that is perfectly secure. Anything you put into it is temporarily immune to casual loss, pilferage or unusual decay. Of course it is also unavailable for immediate use, and you must return to the location of the cache to recover it – though the perk guarantees that won’t be unusually difficult, no hordes of fanatical guards will be sitting on top of it.

Secret Gear †
You own something that nobody knows you do, and which can not be linked to you (in any of your identities). It is not free, any cost comes (tracelessly) out of your starting wealth or cost of living.
The downside is using it too openly risks exposing your link. Any time you use it in a way that might leave witnesses or inspire an investigation, there is a risk it will be connected to you. Use the rules for Secret (p. B152). Of course if you do something really foolish like invite reporters to your secret hideout, the GM can take the perk away automatically.
The most common examples are an unregistered vehicle, an untraceable weapon (it's amazing how often falling from a truck erases serial numbers), a hideout, an emergency cache, or an escape route (a secret door or tunnel)

Selective Amnesia
You can, at will, completely forget things, including that you chose to forget it. Once forgotten it's [gone] and cannot be recovered. Use caution when erasing old memories; the GM may edit your character to remove anything you learned after the memory you are erasing if he feels it is in some way connected.
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Old 01-25-2014, 10:03 AM   #1034
malloyd
 
Join Date: Jun 2006
Default Re: List Of your favorite Custom Perks

Sexy Feature †
You have one particularly attractive feature. It provides a +1 to Sex Appeal against characters who like that feature (i.e. have a quirk, a note in their character description, or have established that in prior play). It also provides an additional descriptive detail, giving a +1 to anyone attempting to describe or identify you. The feature can be anything – more people have the quirk necessary to appreciate a sexy butt or eyes or accent than sexy elbows or toenails or stuttering, but there are all kinds of fetishists.
{Personally I suspect this is over-mechanizing, after all the qualification for above average appearance would presumably be a bunch of these, but variations are very popular in new perks discussions, and it's fair enough as long as you are limited by the requirement the other character be notably susceptible, so....}

Shtick: Coin Flip
You have practiced flipping a coin to land on a desired face. This always works if you catch the coin, make a DX check if you flip it so it lands on something, if it fails you are slightly off target and the outcome is random.

Shtick: Resonant Note
You can shatter glass with your voice by singing very loudly at an exact pitch. On a successful Singing roll you can destroy a glass, crystal or similarly hard but fragile object, provided it has no more than DR 1 and 1 HP, is within 3 hexes, and you have previously heard it ring at its resonant frequency.

Silent Reading
The ability to read silently and without moving your lips.
Though routine in the modern world (award it free to anyone with Native literacy in a modern language), this was a rare skill before the Middle Ages. Augustine (an experienced liberal arts instructor) was sufficiently impressed by St. Anselm’s ability to do this to make a point of it in his memoirs.

Skill Adaptation (Acrobatic Stand and Breakfall default to Jumping)
This is so obvious an extension I wonder if it shouldn’t be free.

Skill Adaptation (Charming)
This extends Sex Appeal to lower pressure approaches. A successful roll produces a Good (not Very Good) reaction, a failed roll has no special negative effects, treat it as a failed Diplomacy roll.
This is actually incredibly common, so much so it might just be part of the core skill – failed flirting rarely causes people to double the price or maliciously lie to you.

Skill Adaptation (Field Surgery)
Your First Aid skill extends to removing fragments, stitching arteries and the like. You can do trauma maintenance (p.B423), stabilize a mortal wound (p.B424) or surgically treat an infection (p.B444) without Physician or Surgery skills. You can not claim equipment bonuses - you aren’t actually trained to use anything fancier than TL5 Basic equipment – though you can still suffer penalties if you don’t have at least that.

Skill Adaptation (Lecturing)
This allows a particular skill, usually an academic one, to replace Public Speaking to compose or deliver a public lecture on a topic covered by the skill.

Skill Adaptation (Resuscitation)
This extends First-Aid. You do not suffer the penalty (-2 or –4) to Resuscitation (p. B425) normally applied when using First Aid rather than Physician.

Skill Adaptation (Teaching)
You are good at explaining the skill, have specifically prepared to train apprentices, or maybe just remember your own training very clearly. In any case, you may substitute your IQ based skill score for Teaching only to train people in this particular skill (or its techniques and skill perks). For many traditional crafts, demonstrating an ability to do this via this perk or actual Teaching skill is required for master rank.

Skill Adaptation ([Technique(s)] defaults to Brawling)
The most common Martial Arts skill adaptation is allowing an Acrobatics, Karate or Judo technique with the Brawling skill. Common options include Arm Lock, Back Kick, Breakfall, Choke Hold, Evade, Sweep and Trip; finding a brawler who can show you how to do one of those is fairly easy. A single perk can reasonably cover several related techniques (e.g. Axe Kick and Stamp Kick, or Jump Kick and Flying Jump Kick) though the sometimes proposed “all Karate techniques” is too broad to be plausible.

Sound Effect †
You can imitate one voice or animal call, or produce one sound effect that is within the volume and frequency range of your voice. You always sound close enough for a party trick, to actually fool someone with a reason to be suspicious use the rules for Mimicry (Speech), rolling against your IQ. This is a form of One Task Wonder.

Speed Reading
You can read quickly without loss of comprehension. Normal reading rates are 150 words (1/4 page) per minute for accented or 600 wpm (2 pages) for native literacy. Double those if you have this perk. This replaces the Speed Reading skill.
{These are pretty realistic. Reported averages for US adults run from 250 to 350 wpm, for college student from 350 to 600 wpm. While 1200 wpm is a bit higher than the average for speed reading programs with proven useful comprehension, it is well within the range reported by the more successful students.}

Spirit Item †
A piece of gear remains with you, and retains its attributes, when you enter the spirit world. If you lose it you would lose the perk, but the spirit realm being what it is, there is a good chance a "misplaced" item will turn up in some strange context the next time you go there. Equivalent perks are available for other alternate layers of reality – such as astral projection, dream worlds or afterlives. For places that can be reached in more than one manner, you may be required to specify which method the perk enhances.

Standard Operating Procedure.
SOP (Backup Everything)
Once you have a data file long enough to have done so, you made a copy. In fact you made several, in different locations, both on and off-line. At TL8+ this may begin to happen in real time, with all your data appliances set up to back up wirelessly.
On the downside, while having lots of copies protects you from somebody changing your data, it makes it easier to find Hacking attempts to edit or erase all your copies can be assumed to automatically fail, but hackers get a +3 to learn what you have, look at it, or make their own copies.
In settings with mostly physical documents, a similar perk is reasonable after the introduction of photocopies. And you could plausibly obsessively keep a copy of everything you originate any time after the invention of carbon paper.

SOP (Check for Traps)
You are [always] watching for traps. You get a Per-based Traps roll - modified by concealment and vision modifiers - to notice one in time to stop before you trigger it, if not before that. This does assume you are moving at a deliberate speed. Roll at –5 if you are fleeing in panic or similarly rushed and distracted.
This is effectively be an Extra Option perk – if it is the campaign default (as it is for GURPS Dungeon Fantasy) there’s no need to take it.

SOP (Checklist)
Before you begin a trip, mission, job, etc. you systematically check your gear. You never forget to bring something you would know was essential, or discover too late equipment is worn out, that you don’t have enough fuel for the trip, or that somebody you trusted to fix a problem didn’t do it. A checklist only ensures you know about problems before you start though, you may still need skill rolls or time and cash expenditures to fix them.

SOP (Loadout)
You have a standard list of gear you keep topped off, properly maintained and together (which may be on your person if you like). You must pay for, or otherwise acquire this gear normally. Unlike Signature Gear or Always Has [something] this doesn’t offer any special plot protection, it simply means you don’t need to mention you are cleaning it after you used it, recharging the batteries, putting it away, keeping the dates current, or replacing it if it gets broken or expended.

SOP (Top Off Stocks)
You automatically replenish your stocks of expendable supplies between scenes. If there was enough time for you have restocked offstage, you did. This applies to things like groceries, prescriptions, fresh towels, clean clothes, your heating oil tank, and your supply of printer paper as much as to adventuring supplies.
This does not change your costs, you are not buying more than you use, just sooner. The GM should deduct any costs from your savings when replacing something outside your normal standard of living.

Speak to Pet
You can carry on a meaningful two-way conversation with one specific animal Ally, to the limits of its IQ. You really can learn Timmy is stuck down a well, or tell Silver to circle behind and herd them toward you. This doesn’t allow anybody else to understand the animal (or vice versa, though you could include a One Way Fluency on its character sheet), nor prevent anybody listening to the conversation from concluding you are crazy.

Special Exercises (FP can exceed HT by 100%)
A common perk for styles that contain spells or powers that cost fatigue. The alternative, Energy Reserve, doesn’t normally require a prerequisite perk, but restricts what you can use the energy for. Special Exercises and Extra Fatigue is mostly appropriate for styles that toughen you in more ways than just being able to spend a lot of energy on powers.

Stopwatch
When you intentionally keep track, you know the elapsed time since a you started counting. This is a subset of Absolute Timing.

Sure Handed †
A version of Sure Footed that negates up to –2 in penalties to climb (or cling to) a kind of bad surface. Typical specialties are Sure Handed (Slippery) – covering things with slippery liquid coatings, (Ice) – covering ice or polished surfaces, (Crumbly) for grips likely to start to come apart when you put weight on them, and (Naval) for climbing the rigging in bad weather or when the ship isn't level.
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Old 01-25-2014, 10:03 AM   #1035
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Sustained (Task) †
You lose fatigue at half the normal rate when engaging in some lengthy non-combat physical activity. This is probably most useful for hiking, swimming, running, riding, or a particular sport. This also halves your oxygen consumption (or equivalently doubles the times under Holding Your Breath) for that particular activity, which is usually only useful for swimming. It is not cumulative with the effect of Very Fit (which brings the same benefit to any physical exertion).

Switchable Sense
You can turn one of your senses off at will. Obviously you can’t sense anything with it while it is off, but it also can’t generate distractions, induce irritating conditions, or a channel sense based attacks. Theoretically this is an enhancement, but since you get most of it for free with vision (close your eyes!) and could have it for most ordinary human senses as a Controllable Disadvantage, it never makes sense to charge more than a point for it.

Switchable Signature †
You can cause one of your powers which is normally invisible to become visible, generate a distinctive noise, or otherwise become obvious when you want it to. This is a variation of Controllable Disadvantage, it is not available on abilities where being invisible all the time is a [limitation].

Temperate Breath
A power perk for those with Super Breath or Temperature Control powers. You can adjust the temperature of a small object (up to BL/10) to anything in your comfort zone (35 to 90°F by default) by blowing on it for 2 seconds. This is handy for cooling drinks or picking up hot objects but not much else. Anything able to move can get out of your breath stream more than fast enough to avoid actual harm.

Tenacity
Any time you are required to make an HT roll to remain awake or stay conscious, you may substitute a Will roll (with the same modifiers). If there are other effects, those are still determined by your HT score, the Will substitution applies only to remaining alert.

Thick Skull
Actually DR 2 is already rather generous for human skulls. But lots of fictional characters are credited with hard heads, and many animals armor their brains better than humans. +1 DR (Partial: Skull Only –70%,) would normally round up to [2], but the usually ignored piece of the Tough Skin limitation inherent in skull DR (i.e. it’s inside your skin, so touch attacks to the head don’t have to penetrate it to count) is enough to knock it down to a perk.

Tolerant †
One source of reaction penalties genuinely does not bother you. Since players choose their character’s reactions and social values, this is rarely useful except to avoid bad role-playing penalties for ignoring biologically or supernaturally revolting things – Bad Smell, particularly Hideous appearance, disturbing auras and the like.

Tough Feet
You've spent so much time barefoot you no longer need shoes. Your bare feet are just as tough. This is normal in many historical cultures.
This is DR 1 (partial –40%, tough skin –40%). [1]. You can still wear footgear if you wish, DR is cumulative as usual. Note that moving barefoot also provides the +1 to Stealth conferred by light soft shoes.

Traveler's Luck
Essentially a form of No Nuisance Rolls. Travel that happens off stage, or which is entirely incidental to the plot, goes flawlessly. You always make the best reasonable time, the lights are all green, there is a parking space right out front, your bags are right there on the carousel, there are seats on the next flight and just enough time to make it to the airport.... If a trip is resolved with a single die roll, you rolled a success.

Typing
You can use a typewriter or keyboard. Your typing speed is 3DX words per minute with a manual typewriter, 5DX wpm with an electric typewriter or computer keyboard. If you wish, you may buy this as a Skill Adaptation for a skill in which you regularly use a keyboard (notably Administration, Computer skills, Research, or Writing), and use 3 or 5 times your skill instead. You must be literate to buy this perk. This replaces the Typing skill.

Universal Size *
Looted uniforms (or armor, or boots or whatever) automatically fit you properly. So does borrowed clothing, or stuff you buy without having it fitted, but adventurers being the sort of people they are….

Unnatural Axe *†
You may ignore ST penalties for a single weapon - not all weapons of that type, just this particular example. You suffer no penalties for being below its Min ST (including for 1 handed use of normally two handed weapons), and it does not count as encumbrance. You may not claim [bonuses] though – so it does damage at your actual ST, and you don't get benefits like quick readying unless you actually have the necessary ST.
You should consider Signature Gear and Weapon Bond, though they aren't required.

Unphotogenic
Still photographs of you are always terrible, the part you are in is overexposed or out of focus, you are motion blurred, the frame catches you at the instant your face is distorted from holding a sneeze.... The best photos of you look enough like you people accept them as ID after some extra scrutiny. None of them are good enough to pick you out based only on your resemblance to the photo. You are still recognizable in moving images. And of course somebody could [draw] a recognizable image.

Unusual Training (Exotic Fast Draw)
You have figured out a way to Fast-Draw a weapon that is not on the list of specializations for that skill. You may buy a Fast Draw skill that does not normally exist. This usually involves carrying the weapon in an unusual way, which may require a customized harness or scabbard. This would be a Unique Technique if Fast Draw weren't a skill.
Common options are Fast Draw (Axe) and Fast Draw (Bow). The latter can also be used to restring a bow in half the usual time.

Variable Pigmentation
You can change your hair, skin or eye color at will. This takes time (several hours, or during a scene break) and you are limited to colors or patterns normal for your species. Buy a level of Chameleon to remove either of those limitations. This can be an effective casual disguise, but after the invention of cosmetics professionals expect these sorts of changes, so it provides no bonus to Disguise in actual skill contests.

Versatile [skill]†
You have the Versatile advantage (p.B96) with respect to a single skill. That is, you get a +1 to that skill when using it for tasks requiring creativity or imagination. This is most useful for artistic skills of course, but it can sometimes offset improvised equipment penalties or the like for almost any skill.

Versatile Sleeper
You can adjust your sleep patterns with no ill effects. You don't need any less sleep per day, but you can divide it however you like - you could sleep two out of six 4 hour shifts, take a two hour nap and then sleep six hours that night, or catnap one hour in every three, and then pick a different schedule the following day. This necessarily includes falling asleep whenever you want (barring distractions severe enough to count as irritating conditions), and so is incompatible with Insomnia.
This is particularly handy for modern travelers to quickly adjust to changes of time zone, and of course quick responders who might be called at any time.

Virgin
Between magical effects and the social significance often attached to it, this is a perk in many, perhaps most, settings. If you lose it in play, you may reassign the point to something you could reasonably learn about from the experience – plausible choices might include Brawling, Erotic Art, Sex Appeal, Immunity to a specific STD, or life experience toward buying up your IQ.

Weird Moves
A martial arts style perk. You learned the style from an odd sub-school, your master added unconventional material, or perhaps you just learned it wrong. It all works fine, but co-stylists do not get the benefits of Style Familiarity against you, even though you do get them against them. This is effectively equivalent to studying another style enough to pick up a Style Familiarity they do not have, which has the same effect.

What A Piece of Junk †
Some piece of your equipment looks nearly worthless. You pay for its true quality, but you couldn’t resell it for anything like that much – not that you would want to, since it is normally a Gadget or Signature Gear. This is a perk because it discourages theft, and causes people to underestimate what the item is capable of. If word starts to get around so people are no longer surprised, reassign the point in the perk to the cost of the Reputation you are developing….
In some cases this can apply in reverse - "nothing with that much ornate decoration could possibly be effective".
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Old 01-25-2014, 11:04 AM   #1036
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Sexy Feature †
You have one particularly attractive feature. It provides a +1 to Sex Appeal against characters who like that feature (i.e. have a quirk, a note in their character description, or have established that in prior play). It also provides an additional descriptive detail, giving a +1 to anyone attempting to describe or identify you. The feature can be anything – more people have the quirk necessary to appreciate a sexy butt or eyes or accent than sexy elbows or toenails or stuttering, but there are all kinds of fetishists.
Wouldn't it be fair and interesting if the bonus was +1 for a commonly appreciated feature but +2 or even +3 for particularly rare and exotic ones?
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Old 01-25-2014, 11:26 AM   #1037
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Wouldn't it be fair and interesting if the bonus was +1 for a commonly appreciated feature but +2 or even +3 for particularly rare and exotic ones?
Sounds reasonable to me. As long as we are talking about rarity of the appreciation quirk. Sure, if you want a +3 for your Sexy Nose Hairs from characters with the Aroused By Fine Nose Hair quirk, I'd let you have that. I'd probably even make sure to throw in a significant NPC with it sometime this year.
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Old 01-25-2014, 11:39 AM   #1038
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Sounds reasonable to me. As long as we are talking about rarity of the appreciation quirk. Sure, if you want a +3 for your Sexy Nose Hairs from characters with the Aroused By Fine Nose Hair quirk, I'd let you have that. I'd probably even make sure to throw in a significant NPC with it sometime this year.
Just so. That is, from a game-balance point of view.

I suspect that if a player asked for this, I'd make an attempt to dissuade him from the nose hairs idea in specific and note that I could make no promises about ever introducing a perverted degenerate NPC leering over his character's nose hairs. Unless it was that kind of campaign, of course.

Smell, eyes, buttocks, breasts, pecs, legs and 'guns' are all probably common enough to just rate a +1.

I'd rate such fairly popular fetishes as hands, feet, eyelashes, lips and tongue as +2. Same for genitalia, really, if only because getting to a position where you can use the appearance of your genitalia to aid a Sex Appeal roll usually requires fairly specific circumstances.

For +3 I wouldn't demand it be as esoteric as nose hairs. Sexy Nose [1] is worth +3 on its own, I'd say, for those few who are especially suspectible to a well-shaped and attractive nose. Same for teeth, knees, elbows or ears. Or a sexy line of downy hair along the length of the spine, which is noted as being a characteristic of a fictionalised Servilia in a Caesar's Women and one which particularly attracted the great Caesar.
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Old 01-25-2014, 12:00 PM   #1039
Peter Knutsen
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Purchasing a site with established traffic is also possible and not uncommon.
The traffic will stop coming, if you stop providing the kind of content that the visitors expect, and as frequently as they expect it.

Of course, that's with a mainly one-way communication website in mind. But that's also the kind of website that the poster's Perk represents. The value of the Perk lies in being able to communicate to a large horde of fans. If the website is primarily a forum, where the "fans" communicate with each other, or primarily a storage site for other content produced by the fans (e.g. a video hosting site), then you don't get the benefit that makes it worth 1 CP, which is that you have a direct communication link to a large number of people.

(The reason I've thought about this is that there's a similar trait in Sagatafl, a social advantage, representing having control of such a communications channel, inspired mainly by the Italian politician Silvio Berlusconi, who at one point had control of both Italian state media, via being President or Prime Minister, and most of Italy's private entertainment media, via being a media multi-billionaire. So I started thinking about how you'd offer up that kind of power in an RPG character creation system.)
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Old 01-25-2014, 12:17 PM   #1040
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Default Re: List Of your favorite Custom Perks

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Just so. That is, from a game-balance point of view.

I suspect that if a player asked for this, I'd make an attempt to dissuade him from the nose hairs idea in specific and note that I could make no promises about ever introducing a perverted degenerate NPC leering over his character's nose hairs. Unless it was that kind of campaign, of course.
If your players are proposing stuff like that, they probably want that kind of campaign....

I think I'd be a little more restrictive than you would. Remember to get a +1 down to a perk you already need a -75% limitation, though somewhat offset by the bonus to describe you. To claim a +3 for a point, you probably shouldn't expect it to work more than once. At least not on NPCs who aren't going to have a predetermined positive reaction because the plot won't work if they don't like you.
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