Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Influence quirks are some of my favourites. Get what you want from people without any of the risks associatd with attempting to influence them, or at least open the door.
Magical Weapon Bond is one I consider almost standard among warriors in fantasy settings. Quote:
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
I'd argue that your most powerful perks are usually going to be rule exemption perks, things like Infinite Ammo, or "I get to use TV Action Violence" or "I can ignore friendly fire" etc. They have potentially the farthest reach, and need the most attention from the GM.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Most trivial quirk was for an ambidextrous character who went with this double
1. Left hand dominant 2. prefers using right hand so although they used either hand equally well they naturally defaulted to their left hand but they forced themselves to use their right hand. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Rules Exemption, Extra Option, etc are probably going to be the most powerful metaPerks (that is, Perks that change the way the game works for your character). Aside from that, the various "Negates a penalty my character would take all the time otherwise" Perks (Shield Wall Training if you use a Large Shield - or any shield with the optional rule from LTC2, Exotic Weapon Training if your primary weapon suffers such a penalty, Off-Hand Training if you dual wield, etc) are highly useful. For least powerful, the various non-combat Shticks aren't so great, Cross-Trained is rarely relevant (and high skill gets you a large number of Familiarities anyway), and One Task Wonder is useful for defining a character, but not so great in terms of what you get (it's basically like putting [1] in the skill, then narrowing it down significantly to turn it into an Easy skill, but not being able to invest further).
As for Quirks, Power Ups 6 gives some really good guidelines for defining and using them that should be good enough for figuring out if a Trait should count as such. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Deep Sleeper (especially in combination with Combat Reflexes) is perennially underrated but incredibly valuable when it comes up.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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