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Counter-interrogation Training
You've learned enough of the techniques of interrogation to be able to foil them being used against you. You may resist Interrogation with a Will-based Interrogation roll, if that would be better than your Will. Naturally, only good for people who have Interrogation at IQ+1 or higher. I'm thinking about expanding the principle to other Influence skills, at one Perk per Influence Skill. Example Don't Kid a Kidder You know when people are trying to pull a fast one, because it's what you'd do! You may resist Fast-Talk with a Will-based Fast-Talk roll, if that would be better than your Will. |
Re: List Of your favorite Custom Perks
I forgot about the Looks Good in Uniform perk in Power-Ups 2. OK, let's do a rewrite (with a nod to Lord Carnifex):
Looks Good On Ya: You have a suit of clothes that you look extra good in for some reason. Whenever you wear this particular outfit, you have a +1 Appearance. The outfit must be in good condition (i.e., not ripped or dirty) to get the benefit. |
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Perfect Pitch: You can discern the exact pitch of a given musical tone, which helps your musical performance. Add +2 to one music-related skill. The GM may allow you to play music by ear with this perk.
I've also allowed a 5-point advantage version in my games usable with any musical skill. |
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Perfect for gritty uniformed super teams. |
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* == Like when she rips her evening dress to get some mobility. |
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Toss in a +1 for the Perk, maybe. |
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Belch (or Cry, Break Wind, Vomit, Sneeze etc. (pick one)) on Demand - fairly self-explanatory, really.
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The ability to vomit on command exists in reall life and might have some interesting benefits to acting sick and very specific poison situations. |
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Yes, I got that you were joking. But I also thought it was a good point, as the character who gets his/her clothing half torn-off in order to increase his sex appeal is a staple in pulp and adventure fiction. As always, the GM should decide if a given perk is appropriate to the game he or she is trying to run, and should feel free to modify them appropriately.
"I see you've torn your shirt again." - Alan Rickman's character, Galaxy Quest Otherwise, we can keep "Looks Good on Ya" as a perk as written, and add as seperate Perk, "Rugged Good Looks: character gains a +1 to Appearance whenever his/her clothing is torn, singed, and dirtied over the course of an adventure. The character must damage it in action - pre-damaged clothing or accidents with an iron don't apply." |
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Owns a 7-sided die: One 6-sided die that YOU roll can be replaced with the (aforementioned) 7-sided die.
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I like this one:
Reliable Name Memory This a scaled-down version of the Eidetic Memory advantage. The character has a good memory for names of people (and people only). If the player has forgotten the name of a specific known NPC, the GM rolls vs. IQ. If the roll succeeds the GM tells the correct name. A failure means that the GM does not tell the name. A critical failure means that the GM tells a wrong name. Greetings, Zarkon |
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So, assuming it is only useful for damage, it seems balanced. Possibly even a little underpowered, as it roughly translates to: 14% of the time I get +1 damage. Anyway: There's such a thing as a d7? |
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[OT] Non-cubical dice
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The things you learn here *g* |
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Actually, it was originally something like an extension to the 'luck' advantage, but it seemed a little clumsily worded, so I edited it a little. |
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As shown, my total list: -Damage -NPC reactions (which I didn't think of because I invert this table in play) -Initiative rolls (took me a little while because I do this as a Quick Contest of Tactics) Can anyone think of any others? |
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I was actually just wondering if "Memorized Body of Work" would be a Perk or a Photographic Memory (One Work Only -80%) [2].
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Also, for a lot of things that sounds more like a Skill. For example, having memorised Shakespeare's Complete Works seems like a specialisation of Literature to me (although I guess you could make a case for Perk-level ultraspecialisation for +5 to rolls to recall quotes from that work). |
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Oh, and Alice in Wonderland, but everyone lets me bring that to quest and quote it anyway. |
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If you meant Lightning Calculator, then yes, it seems pretty fair as a Perk: being allowed to - as a player - refer to your physics library at any time, to represent intimate knowledge of the subject and a knack for figuring things out on the spot, much like being allowed to use a calculator with Lightning Calculator. Quote:
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"Memorized the Qur'an" (the special example of this particular "Perk") is more in the line of being a 0-point UB than anything. It's why you have Social Regard 1 (Respected).
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3e had the 'Bardic Lore' skill which I found useful in a lot of contexts. Particularily as 'Musical Repetoire' <sp?>. I think I'd rather bring that back as an Expert skill rather than a Perk, though. It represents having memorized and the ability to perform from memory a culturally relevant body of work. Specializations might include epic poetry, rock + roll songs, symphonic works, or religious texts.
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Spell Spotting
Prerequisite: Lip-reading A mage with this perk can recognize what spell another mage is casting if he can read the other mage's lips and knows the spell being cast. |
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How about this one: Lucky Bastard-You seem to be more lucky than the average John. You might get free drinks and snacks from vending machines, find some spare change in the street, be the 1,000,000,000 customer on a shop, bump into an old friend that might help you etc. All the above are GM's call |
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Of course, if you're running an Arabian Nights campaign and don't want to bother giving memorization any special benefits, by all means just make it a part of Social Regard. - DW |
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Just made this one up per request of an archer in my Supers game.
Sticky Quiver Your quiver is your best friend. It will hold onto your arrows regardless of any acrobatic feat, tumble, roll, combat move, etc, unless you critically fail an Acrobatics or Fast Draw (arrow) skill check. |
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Crazy Eyes
Gives +1 (+2?) on non-verbal Intimidation attempts where the intended victim can see the character's eyes. |
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Charming Rogue
Prerequisite: Sex Appeal An unsuccessful attempt to use the Sex Appeal skill is treated as if it were an unsuccessful attempt at Diplomacy. |
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How about:
Hobbit Feet: The soles of your feet are thick and tops are furry. As such you prefer to go without footwear. Your bare feet count as ordinary shoes whenever it would matter. |
Re: List Of your favorite Custom Perks
Or how about:
Fire Starting: You can make a fire almost anywhere out of almost anything, wind or no wind. What kind of bonus could a one point perk give you on rolls to start fires? |
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IDHMpdfWM, but I think there's a Perk in Powerups 2 that does something similar, perhaps more cinematically.
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Sometimes it might even synergise with Honest Face. :) |
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You could say that Charming Rogue allowed you to optionally use Sex Appeal in a casual and inoffencive manner, the result being treated as if it were a diplomacy attempt (no better than Good, but not worse than the standard reaction roll).
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Isn't Charming Rogue supposed to add one's Charisma to one's Attack, Damage or thieving skill roll once per adventure? ;)
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Armor Suit Familiarity
This perk allows you to ignore the -1 to DX for layering one particular piece of armor with another. For example, 'Armor Suit Familiarity: Steel Corselet and Mail Hauberk'. You still suffer full encumbrance (and associated penalties) for both pieces, and a separate Perk is required for each piece you want to layer - the above familiarity would not apply if, for instance, you layered plate arms over mail sleeves, or even if you layered two mail hauberks. (This is similar to the existing perk in Martial Arts that allows you to ignore encumbrance penalties for Fencing skills, Karate, or Judo - where that perk removes penalties for attacks and defenses only, this removes the entire armor layering penalty; where that perk works for encumbrance from any source, this works only for layering two specific pieces.) |
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How about that:
Puzzle Freak- You can solve a Rubik's cube or an equivelant puzzle in less than 5 minutes. |
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But anyway I thought it's funnier when people only realise I'm not serious when they hit the reply w/quote button. |
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Knee Driver: Your ability to use your knees to turn a steering wheel gives you +1 to your driving skill when using 1 or fewer hands while operating a certain type of vehicle.
Thought this perk was fun and fairly realistic. It mostly offsets a tiny bit of penalties from doing things with your hands while driving, but isn't useful (within the granularity of GURPS, at least) when already paying full attention to the road and driving with two hands. |
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Adaptable Palate (mental or physical)
You never have to "acquire" a taste -- you'll eat any food, no matter what it is -- lutefisk, grubs, whole ducklings, bird’s nests, Rocky Mountain "oysters," green eggs, etc. No matter how exotic, unrecognizable, or badly prepared, as long as it isn’t poisonous, spoiled, or roadkill, you are willing to eat it without complaint. You are never bothered by the taste, texture, odor, or appearance of what is put in front of you, and you will not suffer indigestion from eating something your body isn’t used to. Note that this does not help you identify poisonous foods, and it won’t necessarily make you OK with cannibalism if it isn’t culturally appropriate. Nor will it allow you to digest rocks, metal, or other things your species normally cannot eat, and it won’t prevent food poisoning if you eat spoiled food. This is not compatible with vegetarianism or any religious dietary restrictions, but it is compatible with allergies. You might like the taste of peanuts just fine, even if you know they can kill you. |
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