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Not sure if we've seen this one --
Simple Disguise -- The character can make an effective disguise just by donning glasses or changing the part in his hair, a la Superman. |
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How many skills are affected by layered armor? Don't have Basic Set to hand. |
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Okay, then yes, the second version of the perk makes more sense and is consistent with AF. |
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Consistency with existing perks is a bit of poor guideline though, since some perks aren't really balanced against each other. Compare One Man Army to Huge Weapons, for example.
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Born in the Saddle - you accumulate FP at half the normal rate for riding.
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Good perk though. Card Carrying Member. Influence Schtick. Similar to Convivnc nod, it allows an administration roll to avoid paperwork to get in and out of places. modifiers; Secruity Clearance to the place is DOUBLED as a penalty on the roll. However, note the social cllimbers who recently crashed the Whitehouse party a couple of months ago. |
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Door Defender: You always parry whenever you approach a door or similar opening.
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So far, my only custom perk is "can back kick using brawling instead of Karate." I mean really, should a CENTAUR need formal martial arts training to use a back kick?
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This may have been done before, but:
Music Man Whenever you sing, appropriate music plays in the background. This music can be heard by anyone who is listening to you, but is not really there and will not be picked up by recording devices. In The Music Man, Harold Hill probably had Affliction: (this perk). A lot of musical movie characters have it too. |
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Skimpy Safety
All attacks targeted against your hit locations which are not protected by any DR suffer an additional -1 to hit. This has no effect on attacks which do not specify a hit location, including ones against random hit locations. |
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Perhaps it's just an Extra Option perk for Bullet Proof Nudity? |
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Extra Option: Bullet Proof Nudity Armor Bikini (Prerequisite: Bullet Proof Nudity): Reroll the hit location any time a random hit-location roll results in a hit on an unarmored body part. You must accept the results of the second roll. Skimpy Safety (Prerequisite: Armor Bikini): Hit Location penalties for unarmored locations on the body and limbs are at an additional -1. [EDIT] After rereading the Bullet Proof Nudity rules, I think that they're way too powerful for a perk. They amount to Enhanced Defense with Pact (Where Skimpy Clothing), for around 30 points per level. |
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So if Extra Option (Bulletproof Nudity) is allowed in a game, then Bulletproof Nudity exists in the game world, and anyone who takes the perk can make use of it. This means that pretty much anyone planning on going shirtless is going to take the perk. So it's just a way to tap into an existing law of the universe, not a super power in and of itself. Comparing it with Enhanced Defense is like comparing sunglasses with the shade of a mountain -- both shield your eyes from the sun, but one is personal equipment while the other is a feature of the landscape that anyone can stand under. |
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BTW, the actual power the Harold Hill has is Affliction (This Perk, Reduced Will, and Compulsive Singing)
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Some Like It Hot: Be it tabasco sauce, habaneros, wasabi, Martian peppers, whatever...you are able to eat the spiciest foods with no ill effect whatsoever.
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Not sure if this has been posted before. But in our current DF-game we have introduced a perk for a heavy variant of Dwarfs.
It adds +3 to resist knockback and slams. I think it is called "Massive body". So when calculating your ST to see if you get knocked back, you get +3 to the ST score (ie. if you have ST 10, with this perk you get ST 13 for purposes of resisting knockback). Similarly you add 3 to you HPs when resisting a slam (not when performing a slam). This is perhaps not a "favorite perk", but it was an attempt at illustrating someone who is quite a bit more heavy than his ST/HP would normally justify. |
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And +3 doesn't really do a whole lot anyway. With 15 ST and 20 HPs those +3 really doesn't count for much. |
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What I mean is, if they use the front legs it's a punch. If they use the hindlegs it's a kick.
That's my interpretation of this post, but I could be wrong. |
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Clean and Polished: Your weapon or weapons are always free of defects, marks, and stains. This makes them immensely presentable, which may grant a +1 bonus on Merchant rolls to sell them, or on Reaction checks against those that have an interest in your weaponry. You must take regular care of your weapon(s), or have someone that can perform the maintenance for you.
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Well I know that technically the perk I'm about to address isn't a custom perk, but in a game where it's a sort of farcical take on hollywood is the perk Immunity to (Specific Poison)† from PU2 page 11 too cheesy when used for Botulinum Toxin?
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I'm not sure if this has come up yet, as it seems kind of obvious:
Sea Legs The character negates up to -4 in penalties for actions undertaken while standing on rolling, shifting, or canted footing. If the character must roll to avoid falling down under such circumstances, the character has a +4 bonus to that roll. This Perk is most appropriate for an Age of Sail or Swashbuckler campaign. Alternately, one might introduce a Lubber Quirk. The character suffers a -2 to physical tasks undertaken while on a rolling, shifting, or canting ship. In especially severe cases (bad weather, ship-to-ship combat) the GM may require a DX roll to avoid falling. |
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The Naval Training perk and the Sure Footed perk gives us two good measures of bonuses and penalties negated. |
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That works for me, allowing that provision, I'd keep the perk
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...sorry. Continue... continue.... |
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SEA DRINKER
You can drink - and survive of - salt water, as well as fresh water. |
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I haven't read the entire thread yet (I'm working on page 61!) so hopefully this isn't a repeat. I don't know if it's balanced so if not, I humbly request advice.
No Waste Products Exotic or Supernatural Perk Your body produces no concentrated waste, so you never have to go to the bathroom. You do not, and cannot, defecate, urinate, fart, or spit up "owl pellets." Whatever you eat, drink, etc. is completely used up by your body. Your metabolic wastes are all eliminated by exhaling, sweating, and/or other means that don't require a bathroom break, though they may still smell bad. You cannot be tracked by your scat (but you can be tracked by scent as normal), and you cannot pee into a cup when asked to do so. Note that this doesn't give you the same benefits as Sanitized Metabolism, so you may still need to vomit, burp, sneeze, cough, blow your nose, suffer bad odor or skin problems, etc. No Waste Products gives no reaction bonuses. If you have the Machine Metatrait, you never need used-up engine fluids or oils removed: they are evaporated, recycled, burned off, etc. If you already Don't Eat and Don't Drink, you need not pay for this Perk. And one silly Shtick: Trick Toss You can always hit a target no more than 30 feet away, without a roll, when throwing a small, non-combat item that cannot cause injury or property damage. I.e., you can reliably hit a person on top of their head with a wadded up piece of paper, gum wrapper, piece of lint, wood chip, small chocolate candy, etc. But when you throw something potentially damaging (even something like a paper airplane that could scratch an eye) you suddenly become much less precise (you must roll as normal). |
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65 Bottles of Beer on the Wall
If it is remotely feasible for the character to find or buy a beer, in situuations where beer should be fairly hard to come by, he will manage to succeed on a successful search roll. (Per-5) default. After the first beer, this cotinues until the GM finds it getting rather old, calls BS on it and stops the beer supply, which often IS after the first beer. Wait for another game session guys. |
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The game effects are different. Sanitized Metabolism means you don't ever have sweat, body odor, "unsightly skin problems," or bad breath giving reaction penalties, you get good reaction penalties in close quarters, and are harder to track by scent. You still need bathroom breaks. No Waste Products means you never, ever, ever go to the bathroom, can't be tracked by your scat, and can't pee into a cup to prove you're clean, but your bad odors and acne can still mess up reaction rolls, you get no positive reaction roll in close quarters, and you can be tracked by your scent just as easily. Isn't that different enough? I recognized the similarities in concept when I made this, but I gave it different game effects. The main overlap to me is with Doesn't Eat (therefore doesn't defecate) when combined with Doesn't Drink (which can include never urinating). With a combination of both, No Waste Products should come automatically. |
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Reduced spell maintenance.
A spell of your choice gets it's maintenance cost reduced by one. Originally used by a degenerated MAgic User with the Create Servant and the option Skilled Servant. Erotic Art it's not a IQ skill.... |
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Narrow Sleeping You can "lock" into one sleeping position in such a way that you can occupy a narrow space. Good for when a bedmate forces you to the edge of the bed or you fall asleep on a tree branch; you won't fall off. This does not necessarily mean you have Light Sleeper, but can be used in conjunction with that.
I Got the Last One! If a limited number of items are being sold or given away, you are usually lucky enough to get the last one (i.e., the last Tickle Me Elmo, the last concert ticket, the last XBox...) Quirk-level Serendipity. Better By Comparison You have an intangible quality that puts you ahead of equal social competition. Stacked against someone else, all other things being equal, you will come out looking...better by comparison. This only works when there is someone to compare with. (Example: two men are wooing a lady. They are both Very Handsome Multimillionaires with equal stats and measures, but there's something about the guy with Better By Comparison that makes her go out with him instead of the other guy. Quirk-level Charisma. |
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Lazarus thread, rise!
Soothing Voice Your voice is unremarkable in every way until you lower it to calm someone down, sing a lullaby, seduce someone, etc. Then, you're able to use a silken purr. |
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Probably just a math error on my part. My apologies. |
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That opens up a whole slew of voice like perks.
Hollow voice, +1 interrogation when speaking. Elderly voice, +1 acting to sound elderly. Child voice, +1 acting to sound young. |
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It works over the phone too. Clearly some bonus to influence skills is what the mechanic would call for, whether it should be gender/orientation specific, I'm not sure. |
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Forgive me if any have been posted before:
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One of my PC's is a spiritual alchemist, and I thought this might be quite suitable. Does it look reasonable?
Meditation upon Exertion Prerequisites: Meditation at ~16 or higher, or Visualisation and Meditation at ~12 or higher. You have mastered a particular form of meditation; you can meditate upon some future action you intend to take, mentally and spiritually preparing yourself to undertake it. To begin, you must enter into, and maintain, a meditative trance for 15 minutes. Declare the particular action you are meditating upon, such as 'Extra Effort: Mighty Blows' or 'Hiking', as well as the use of the action (e.g. 'Hitting Alfred, my nemesis' or 'Crossing the Nepalese Foothills') then spend 1FP, this point of FP will not regenerate until the action is completed, or the time limit expires. If you engage in the action described within (Meditation) hours, then you have +3FP but only for the purposes of completeing that action, these must be spent before any other FP you may have as far as the defined action is concerned. This extra FP is only Viable for mundane FP exertion, no spells, innate attacks etc. If the circumstance of the action is not quite how you describe, e.g. your trying to hit Duncan with a Mighty Blow, not Alfred, then the GM is free to dock 1FP from your stored pool, but still let you spend that pool. |
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DRIVEN FURYYou have a +1 to self-control roll to see if you snap out of the berserk state, when that leads the characters to attack someone he considers a friend or ally. |
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in that same campaign I also have:
Edited to add: Here was one in a DF campaign...
Here is one I use often in space adapted biroids...
Effectively this is Vacuum Support with the 10-minute Maxium duration limitation and a -30% Accessability limitation "Not effective against sudden pressure loss." If you feel that the limitation vs. explosive decompression should be worth more, increase the duration to HTx3 or HTx6. |
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Another one!
• Running ManYou can shove up to -2 in penalties from Fast-Draw (Ammo) from reloading when doing Move or Move and Attack maneuvers. This means that you can roll without penalties when running and reloading. This perk is redundant if you have Gunslinger. |
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Blade Protection:
Eliminates the -1 to parry for one type of weapon used by the Knife skill (e.g. Dagger). |
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Hard to Hold: +1 to Break-Free attempts. This can be a leveled perk at the GM's approval or in any cinematic game.
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Speeding ticket safe
You won't get a simple speeding ticket under normal circumstances. This is mainly a knack for knowing the roads and the feeding habits of the local mobile revenue collection department (ie. police) but also some minor luck. This only functions if you're driving in a reasonably safe and sane manner, and aren't doing anything to draw attention to yourself. Thus, if you're doing 60 in a 35 zone, you're as toasted as anyone else--but if you're doing 75 in a 55, and most people are going 70, you'll likely get away with it. If you are stopped, then you have a +1 reaction bonus to talk your way out of it, or talk yourself down to a warning instead of a ticket. The perk is useless on Driving to Endanger, OUI, or anything other than routine speeding. |
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