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Wine Connoisseur No matter what dump you happen to be eating in, the wine is always excellent. |
Re: List Of your favorite Custom Perks
Healed-up Fine: the character sustained an injury in the past, which now healed, gives him some small advantage such as High Pain threshold in one body part, or DR1 over a small area, or Flexibility in a single limb.
Trained eye/ear/nose: the character gets a +1 on one type of sense to 'spot' one particular type of thing (e.g. fingerprints, footprints, fnords, a gun being cocked, tiger spoor, evidence of the law of fives ...) Cunning Linguist: the character's tongue is particularly agile, good for a +1 on Public Speaking rolls where speed and/or precision of speech is of particular importance, and +1 on certain Erotic Art rolls. |
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At TL8... well, I don't think it's worth a whole point. It could be used per lower-TL default, as kids using walkie-talkies mostly know some morse. ;) |
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Morse code is probably a Familiarity, because TPTB think that programming languages are familiarities.
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Skeptical (Diplomacy, Fast-talk, Intimidation or other influence skill): the character has +1 resistance against one influence skill.
Emotionally Resillient: results the character rolls on the fright-check table are adjusted in his favor as follows: Rolls up to 12, adjust by one step; rolls 13-27, adjust by 2 steps; rolls 28+ reduce by three steps. |
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But I didn't quite catch the last... the adjustment means a guy who fails by 25, frex, looks at the 23 at the table, yes? |
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Is never without barrier contraceptives.
Although this may sound like just a benefit for social interactions, condoms can make versatile kit. A magnum will fit most microphones and allow for underwater recordings. (Especially useful as some espionage practices paint swimming pools as "safe" places to have a confidential conversation.) |
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Sound Effect: The character can make a noise that sounds just like one particular thing (e.g. the sound of a squeeky wheel, a baby crying, the wind whistling through branches, a gun being cocked, the hoot of an owl ... ) The character cannot mimic any particular examples of such things, only make the sound of his own single version of the thing.
Maw: the character can open her mouth wide and has strong jaws. She can grasp and lift objects up to her SM-1 and up to light encumbrance with her mouth. |
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I'd call Born Biter without that drawback a 1 pt/lvl advantage. So a +1 SM adjustment to your effective bite would make a great perk. |
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Internal Alarm Clock: Unless suffering from major fatigue loss, or a severe disruption of sleep cycle, the character can choose the length of time he will remain asleep. (Effectively this may be Absolute Timing (Awakening from Sleep only)).
Line Luck: Whenever there are a choice of line-ups for something desireable, the character always gets in the fastest-moving line. (The opposite could be a Quirk.) Cagey consumer: by luck or skill, the character times her purchases well or knows where to buy -- reduce cost of living by 5%. |
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As seen on another thread:
Semi-Ambidexterity Half the off-hand penalties for one class of weapon -- all flexibles, frex. |
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Undetectable to mosquitoes: Mosquitos do not prey on the character.
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- DW |
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Martial Arts Designer's Notes mentions a "Focused Fury" perk that allows combining Mighty Blows with Committed or All Out Attacks (Strong.) There was concerned it might be unbalanced, but if limited to punches only it might not be a problem. -DW |
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Background: Boyscout +1 to all default skills roll related to scouting. Can be adped other background, "Farm boy" etc |
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Here's some more: Reciprocal Perception: anything the character can do, she can also do in reverse. Human (Orcish, Kzin, etc.) Antenna: the character can give +1 or -1 to reception by any communications receiver by the position he stands in nearby. Range is 5 yards. Outfit Bond: The character owns one set of clothes that fit her like a million bucks and suit her color perfectly, etc. When she wears this outfit with appropriate preparation in reasonably correct contexts she gets +1 on reaction rolls from one sex or the other (choose at character creation). |
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Twinkletoes: a single-skill Talent in Dancing, good for +1. (Vastly underpriced for a campaign that is ABOUT dancing, but not for most adventure campaigns, I think.)
Lark: the character gets +1 IQ in the first hour after dawn. Owl: the character gets +1 IQ in the hour of deepest night. Pokerface: the character gives -1 to Detect Lies skill used against him. (Someone probably thought this one up long before me). Affectless: the character gives -1 to Body Language skill used against him. Stoneface: the character's face never reveals fear. She is affected by Fright checks as normal, but short of those specific physical manifestations, you cannot tell when she is frightened by her expression. |
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"It's a Bond ... Outfit Bond." |
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Interposing: The character can parry blows directed at a person in a neighboring hex, if her weapon could reach the attacker.
Signature Piece: the character has a song, or a recipe, or a monologue, or a magic trick or whatever that he can perform as if his level in the relevant skill were 16(+?), regardless of his actual true skill level. Master Debater (specify skill): the character gets +1 on Public Speaking, Fast-talk, or Diplomacy when invoked in reaction to the statements or positions of another person. Rich Inner Life: the character is never bored and is resistant to the effects of isolation and shunning. |
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[plus these additional characters to get past the machine-brain] |
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Perseverent: the effects on the character of falling below positive HP or FP thresholds is delayed for one round (in combat) or one minute (out of combat).
Leaf Bugs: Put a 2/2 Green Creature token into play at the start of each of the next three turns. [What the...? Ooops, how did that get in here?] Unenviable: The character does not provoke reactions under the Jealousy disadvantage, and any negative reaction results that would, in the GMs judgement, be based on envy or jealousy are converted to neutral results. Respectable: Reaction modifiers to the character from higher status individuals are improved by 1. |
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There's also a key difference between a Perk like this and a Perk like Weapon Bond. If a Perk gives a limited bonus to a skill, you can be sure the player will actively try to make that Perk useful. In contrast, this Perk is passive - it's only useful if the character is attacked with a specific skill. It's much harder for the player to bring the Perk into play. Unless the GM is fond of Eigen Plots, it won't come up that often. A larger bonus seems reasonable compensation. - DW |
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Equipment Bond - You have a set of equipment particularly adopted to you that gives you +1 to a specific skill. If you lose the equipment, you lose the bonus but you can buy the Perk with another set of equipment. So... Weapon - +1 to Combat skill. Vehicle - +1 to appropriate vehicle skill. Outfit - +1 to Sex Appeal. Alternately, it could be a bonus to a different skill. Lock Picks - +1 to Lock Picking skill et cetera. - DW |
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An Edge: the character wins all tied rolls/results in Contests (except against a another character with An Edge).
Hirsute: the character can grow a reasonably shapeable beard in couple of days, and a full beard in a couple of weeks. Depilated: the character never needs hair removal of any kind. Thinks Ahead: when the character takes a Wait maneouvre in combat, if he has not taken another maneoevre by the start of his next turn, he may convert the Wait into a Plan. The character may thereafter use the Plan in any combat round after he has taken an Evaluate maneoevre. When he does, he may choose any All-Out-Attack option without suffering any of the subsequent defensive penalties of an AoA. This attack (only one, if AoA double is selected) also gets the benefit of the prior Evaluate maneovre(s). |
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Have you read how TbaM works? |
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ujmm you comparing a 1 point perk to TbaM ? |
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If it's just a matter of the 1 point not being enough cost, I can't see why. How often does a tie happen in a Contest? Why is giving up your actions one turn not a reasonable cost for the ability to outthink an opponent in a subsequent turn? |
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over riding the rules for who wins ties not being a powerful Trick? I would not eve consider it at less the [25] and i'm not sure that is high enough
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Really? Well okay, 12.5% is a bit more than I expected. The price in its present form is possibly a problem.
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Slow-motion sense: the character can see (or gets +1 on vision rolls to see) very slow movement, like the minute-hand of a watch.
Suave: Serendipity on a trivial scale -- e.g. a waitor always appears when the character is ready to order and comes with the cheque just when the character is ready to leave, the character's lighter always works when he's lighting a smoke for a foxy-spy-woman, there is always a parking space available for the character. [If this is thought to be too powerful in generic form, it could be limited by thematical categories (and renamed eachy-wise).] Strange Attractor: exactly like Weirdness Magnet, but without the requirement that it involve inconvenience or disadvantage. |
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It probably depends on context whether it's worth +1 or -1. |
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Which means it's either worth about 75 points (if using additive) or about 35 (if using multiplicative). For one use per hour. |
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Mispricing something by a whole order of magnitude -- I've outdone myself!
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Dramatis Zephyrae
At a dramatically opportune moment, a soft breeze ruffles your hair, billows your cape, or waves your flag (ex: King of the Hill's John Redcorn). Strike A Pose! You can strike a pose (choose one as your standard) and make yourself look even more dashing, dramatic, or heroic. It's Always Five O'Clock You always seem to have a five o'clock shadow, which makes you look ruggedly handsome rather than unkempt. (S)he's Got The Look: It's obvious you're just flirting -- but who cares? They always melt when you look at them anyway. Dramatic Look Human You've got a certain way of looking at people that tells them: You. Mean. Business. (a now-famous and hilarious example). All of the above might be good for a +1 on the appropriate Social skill roll. Apologies if any have appeared elsewhere. |
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Ok, one more perk.
Sexy - You get +1 on Reaction rolls from individuals attracted to your sex in sexual and romantic situations only. I reverse engineered this from the Appearance Advantage. (Skip the rest of this post if you're not worried about the rationalization.) Attractive [4] is +1 to Reaction rolls with a -20% limitation, Appearance based. Handsome/Beautiful [12] is +2 to Reaction rolls with a -20% limitation, Appearance based [8] and an additional +2 to Reaction rolls with -60% in Limitations [4]. I break out the -60% in Limitations as follows: -20% for Appearance based -20% for only those attracted to your sex (this is roughly equivalent in frequency to only men or only women, which is -20%.) -20% for the nuisance effects of attracting unwanted attention, being more noticeable, and triggering jealousy. The last limitation is not explicit in Handsome/Beautiful, but is explicit for Very Handsome/Beautiful which follows the same price structure. So Sexy is a +1 Reaction roll with -80% in Limitations: -20% for Appearance based -20% for only those attracted to your sex. -20% for the nuisance effects of attracting unwanted attention, being more noticeable, and triggering jealousy. AND -20% only in sexual and romantic situations. - DW |
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Strong Handshake
+1 ST for handgrip only. May give a +1 bonus for Intimidation or appropriate social skill against "manly" N/PCs. |
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What's The Name of That Song?
Once per day, by humming or whistling a "catchy" song in a non-combat situation, you can temporarily disrupt others' concentration. Those around you should make a Perception roll, on a success, they lose their train of thought for the next 30 seconds. The song is up to the player, though in the modern world, "The Stars and Stripes Forever" can be especially effective .... |
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Cool ability but the inabilty to take a concentration maneuver for multiple rounds is surely worth more than 1 point.
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Peasant Feet - For many years you did not wear shoes. You have a thick layer of calluses of the bottom of your feet that provides DR 1* to the bottom of your feet. You do not need to wear shoes for warmth at any temperature within your comfort zone.
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On the other hand, if you limit it to non-combat only, a -1 modifier on thinking and concentration for up to an hour would be okay. |
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I've never been able to hear Suwanee River without thinking of that :) |
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Totem/Happy Place: while stunned or similarly afflicted, spend a round invoking a mental image instead of attempting to recover to get a +2 on the attempt to recover you make in the following round.
(Probably fairly useful for low IQ adventurers.) |
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Alarm Clock - You wake up at the same time every day, without fail, even if you've been up late and have only grabbed a couple hours' sleep.
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I think it could still be counted as a perk, as this doesn't necessarily convey other aspects of Absolute Timing. |
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Looks Good on Ya: You look good wearing any type of clothing -- dirty, rumpled clothes, the opposite sex's clothes, a burlap sack...it doesn't matter. +1 Reaction bonus from anybody you come in contact with, so long as you're dressed.
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I'd personally allow a specific type of clothing for a +1 while wearing that clothing type. For instance, I posted "Looks good in uniform" giving a +1 to Appearance while wearing the appropriate uniform.
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