Re: List Of your favorite Custom Perks
Oh no, the point of the Perk isn't to make it easy to eat spoiled food or poison. Only to eat food that is perfectly edible to the character's species, but that most people from the character's culture would consider exotic, weird, or disgusting. I think I put in there that it doesn't prevent food poisoning.
I should also add that it won't prevent allergic reactions. It might make it easier to endure travel in areas where the only food available is the sort that would normally make somebody from your culture gag. But it may be more useful for social purposes, to avoid offending your hosts at a diplomatic banquet when they serve you something you've never seen before, and you must eat with a smile on your face. Or it could help a character working undercover by pretending to be a person of a different culture, I suppose. It won't help if your hosts are trying to poison you, or belong to a different species and like to eat things that will kill the average human (goblin/minotaur/etc.). Quote:
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For kleptomaniacs: random stolen items. Similiar to gizmos, except the player may or may not have stolen anything useful.
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Crazy Role-Player: Can read through 25 pages of any given RPG forum topic at one sitting and still be ready for more.
Computer Researcher: The skilled user of search technology can add +1 to Research skill when looking for knowledge using computerized search tools. The topics of knowledge researched are, of course, limited to the type of computer media available - without connection to some sort of large body of information (i.e. the internet) the local information available determines what kind of knowledge can be researched. This perk is popular among astute librarians and lazy college students. Many of these remind me of that random table for random useless abilities in the Tank Girl RPG. The one that lives in my memory to this day is: Can Fart on Demand, which I think required a percentile roll of 47 or something. Mind you, I only browsed this book once in a bookstore and have never seen a copy since. |
Re: List Of your favorite Custom Perks
Buns of steel: look good in tight jeans and get a +1 to strength roles where strong butt flexes might assist.
Nice Butt: your butt is very appealing to most people attracted to your sex. You get a +1 reaction, but only when someone gets a good look at your butt. Six Pack: you've got great abbs, get a +1 on reaction rolls to those who like great abbs, +1 to strength roles where having good abb muscles is critical. Breasts of Plenty: get a +1 reaction role in cultures where that is a bonus. Consider chronic pain or bad back for characters later in life. Some people won't take the character seriously. Feminine Intuition: can tell when loved ones are lying or cheating on her. Parental Vision: detects when kids are getting into trouble. Romantic: gets to reroll critical failures on reaction rolls from loved ones when trying to set a romantic tone, must try to set a romantic tone with loves ones weekly or better. |
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Parental Intuition:
Whenever one of your offspring is suddenly in trouble or injured, you get some sort of tingling feeling or sense of dread in warning (roll against your IQ), and might even know which of your offspring this feeling of dread pertains to (if you make the roll by 3 or more). My mother swears this happened to her once, when my brother momentarily thought the police were about to pull him over. I don't know if this is actually useful, though. |
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Poland Family Parental Intuition: Whenever one of your offspring is doing someone incredibly stupid, you get some sort of tingling feeling or sense of dread in warning (roll against your IQ), and might even know whether to call poison control or the hospital before said offspring gets home. |
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Can cry at will. Works better with female characters, but if you really need a little bump on a persuasion roll...
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Never been committed: You've always been able to pull yourself together with respect to your mental disadvantages in order to avoid being legally committed. You can declare a successful Will check to avoid being committed (i.e. legally adjudicated not able to fend for yourself). If this check needs to be made for other consequences as well, you need to make the check as normal but can nonetheless avoid being committed even if the check fails ("C'mon Fred, the hospital is overfull already, just give him a double-shot of Thorazine and let's lay him down in this alley.").
This perk may come in handy for purposes of obtaining and maintaining various licenses, such as concealed carry weapons permits. |
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Anyway, I'd rather it were expressed as a situational bonus to Self-Control rolls. As an alternative: Talk straight You can easily pretend that you are perfectly fine and normal. Gives a +1 to Self-Control rolls explicitly to avoid seeming crazy, also gives a +1 to Acting for this purpose. A friend of mine from high school definitely had something like this, especially for pretending to be sober in front of his mother and other authority figures. He'd just ... transform. |
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Anger Channeling or "Focus you Agressive Feelings Boy:" you are good at using adrenaline during anger and get a +2 to extra effort rolls for strength when under the affects of bad temper or berserk.
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1) maintains ideal weight and shape no matter what he eats.
2) maintains ideal weight and shape no matter his exercise regiment (or lack thereof) |
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Cleans up well: You're in that boarder between Average and Attractive. If you can spend a minimum of 15 minutes of grooming appropriate to your sex and culture (make-up, shaving, doing your hair, trimming facial hair, etc.) you gain a +1 appearance modifier until the effects of that grooming go away.
Well Endowed (Female): You are "well endowed" for a woman. Gain a +1 Reaction modifier if, at GM's discretion, the NPC is a "boob man" (or woman). Could in extreme cases also qualify as Distinctive Feature. Well Endowed (Male): You are "well endowed" for a man. Gain a +1 to Sex Appeal and Erotic Arts if the endowment is known and relevant. Killer Figure (Both Sexes) You may not be outright Attractive, but you have a figure members of the appropriate sex typically finds attractive. Add +1 to Reaction modifier if, at GM's discretion, the NPC in questions find your body type attractive. This CAN combine with the various Body Types (Skinny, Overweight, Fat, Very Fat) and one body type's "Killer Figure" might warrant no bonus (or worse) to an NPC who prefers another. Nor does this Perk actually make you look better, you could be Unattractive or worse with a "Killer Figure". Nice Face (Both Sexes) You might not have the best body, but you have an attractive face. +1 to Reaction modifiers if only the face can be seen. Useful for situations where only limited contact is possible, i.e. Internet, video phone, bank teller windows, etc. Computer "Geek" Computers just seem to work for you. Gain a +1 with Computer Operation skill only when something makes the skill have a -1 penalty. Useful for fixing malware, bad OS installs, minor hardware faults, etc. but no bonus for difficult day-to-day operation. Gun Geek Allows you to gain a +2 to default to a Guns-IQ based skill only for identifying and knowing basic knowledge about Guns. It's no help to actually using the weapon, but could fake-out someone with the actual Guns skill. Triva Nut You know a lot of useless information. On an IQ roll you can remember a relevant, but largely worthless, piece of information. Useful for Jeopardy or Trivial Pursuit, but little else. (Note, largely worthless, there could very well be cases where the information might be useful.) Googler You have preternatural skill with Internet search engines. Gain +1 to Research only if a Computer Operation skill is made first and the information is available over public search engines. Member of <fill in blank> subculture You're the member of some kind of subculture. Gain a +2 Reaction modifier only to members of that subculture. Note, for unusual subcultures this might also warrant a -2 Reaction modifiers to others if the membership is known. |
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I do not have access to the current list of Perks; any duplication of an existing idea is unintentional.
All-Nighter: You can miss one night of sleep without penalty. Chronic sleep deprivation will affect you normally. At least one normal sleep period is needed to "recharge" this ability after use. Randomizer: You are better than normal at making truly random choices. You have a +1(or impose a -1, never both) whenever this might be useful. Examples: certain forms of gambling, evasive maneuvers, psychology/criminology rolls to predict your behavior, or fighting randomly vs. a mind-reader. Long Fingers: Your fingers and thumbs are longer than average. This does not intrinsically increase your grip strength. +1 for many musical instruments, freehand climbing, handling large objects, grappling, and certain Erotic Arts. |
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Either way, it's too powerful. If I were going to think about this perk, I'd add a HT (-2?) roll to avoid the effects of one night's sleep without penalty and say you have to sleep normally for the rest of the week. |
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As someone who's job requires them to basically pull an all-nighter on a regular basis (as in at this very moment) this Perk as written is unrealistic. (And I'd probably have it!)
I'd make it a HT bonus to avoid fatigue rolls due to lack of sleep, but once you hit 24 hours awake (like I am at this very moment) any failed roll means you are hit with Fatigue loss as if you'd failed every roll. This would allow you to put off the Fatigue loss until later, and get through an all-nighter, but at some point you get slammed by it. I'll also add, since I don't know RAW, but severe Fatigue loss make me hungry, thirsty and sweaty until I get that sleep. |
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Again, IDHMBWM so please correct anything I do wrong, but I'd build it this way: I think I remember reading that 1/week was worth -75% (is this Powers?), and that sounds pretty good from my extrapolation from 1/day. For the other 20% (stretching the -80% RAW cap), I'd make it a HT-2 roll AFTER you missed sleep to avoid the penalties. If you fail the HT-2 roll, you still take the penalties of missed sleep. HT-2 may seem to be a little steep, but "it's JUST a perk" and you get to ATTEMPT something other characters don't. All-Nighter V1(Great name, BTW): Mostly through your good physical health and through "practice", you've developed the ability to "shrug off" the penalties of missed sleep every once in a while. You can *attempt* to ignore the penalties of missed sleep with a HT-2 roll once a week. Whether a success or a failure, you must get 6 full nights of rest before attempting to shrug off the penalties of another missed night of sleep. If the Less Sleep 4 version is what you want, I'd built it as: All-Nighter V2: Mostly through your good physical health and through "practice", you've developed the ability to work through half the night every once in a while and not suffer any consequences. Once a week, you can *attempt* to ignore penalties from 4 hours of missed sleep with a HT roll. Failure indicates that you fall asleep or must take the appropriate fatigue penalties. Whether a success or a failure, you must get 6 full nights of rest before attempting to shrug off the penalties again. (This version sounds great for college students, professors, researchers, writers, workaholics and anyone who needs to meet regular deadlines) |
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I dunno if this is a good Perk, but I shoot Polar Bears out my mouth. So, here goes:
High Manual Dexterity: You have an innate grasp for those little schematic line drawings, even if the rest of the instructions are written in Chinese by a dyslexic walrus. If you have instructions for something, you get +1 on skill rolls concerning it, including defaults. Also, if a manual exists for something, you can find how to get it (though actually getting it is another matter). Manuals you own are always in good condition and easily accessible near your equipment. |
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Yeah, that's why the Manual is italicized, It adds emphasis to the word otherwise missing in text. It's a Joke on.. oh nevermind. Yes, Yes manuals should. |
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Been awhile, I see, but nonetheless:
Norm! Whenever you enter one social venue that you frequent (usually a bar) the other regular patrons will all greet you warmly (and loudly) in unison by name in response to your greeting. They will use your most commonly known name, whether your actual name, an alias, or a nickname. Even those who do not know you will at least shout a warm "hello!" You must offer an audible greeting in order to enjoy this perk. Saloon entrance: Whenever you enter a social establishment, all sound --including music -- stops upon your entrance as all eyes turn to regard you. The room will stay silent for five seconds, long enough for you to glance around drmatically, take a seat, etc. but will then resume as though nothing happened. |
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Hey, these two are pretty cool.
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Just Kidding This perk allows you to reroll critically failed Diplomacy or Public speaking roll by laughing it off as a joke, if appropriate.
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Here's and entertaining one one of my players in an upcoming campaign came up with:
Always Gets the Best Table (used in restaurants). |
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Immune to scurvy : Your body produces its own Vitamin C, and you do not need any in your diet. This is appropriate when statting out many mammals, as well as anthopomorphs and bioroids.
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Subconscious one liner: You have a knack to quip funny statements. You may make a roll for 6 or less. If successful then get a +1 reaction checks.
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Forensic Integrity When investigating a crime scene, you never get your DNA on evidence.
No darkness penalities for wearing sunglasses Special Excercises (Silence 1) |
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From an old firemage in my campaign (from before Perks, but same concept):
Matchfinger: the mage has practised fire magic so long that he can light things with his finger as if it were a small match. It is still a bit clumsy to light real fires with (despite Hollywood, you need more than a match to light a curtain!), but he can light a cigarette or paper as if he was using a match or small lighter. He can also hurt someone slightly, but no more than you might do by pinching hard (no damage, a minor 'ouch' pain). Of course, he also had the disadvantage of causing spontaneous fires. No, not Pyromania, fires just seem to start in flammable things near him (we did that as an Odious Personal Habit). |
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More seriously, Terminally Ill is one of GURPS more fundamentally broken disadvantages. I'd never permit it, so there's never a problem with it conflicting with anything. If you actually want to play a character who will die soon, I'll let you do that with the -15 point version of Destiny. |
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Well, Destiny doesn't make you die, and usually takes lots of time to come. Theoretically, TI is both faster and nastier. Theoretically.
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Troll: You enjoy findinding weakness in other people's logics and you exploit this when you're faced in a debate. You got a +1 in the appropriate skill roll when you oppose someone's ideas. On a critical succes you can make your opponent overreact (screaming at you, remain speechless or something very embarassing that fits the situation), on a critical failure however not only you lose the debate but the audience think you're nut or stupid, reacting at you at -3. Common among politicians, journalists and internet forum users.
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Heroic Death:
After failing a death check if you are still conscous you can still act for 3 rounds before you fall to the floor, dead. Death cannot be avoided in these 3 rounds, they can only be used for heroic speeches, killing the enemy that has slain you etc. |
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These are Perks of my mechanic/heavy vehicle guy character for a 1920s cliffhanger campaign:
Cleans up nicely: With just a little time spent - preferably off-camera - you can transform from the dirtiest grease monkey in ragged clothing into being quite presentable. Somehow you had or scrounged up a bar of soap, hot water, a razor and a suit. Road rage: Whenever you're at the controls of a vehicle, and engage in combat either unarmed or with personal (not vehicle!) weapons, you get no penalty for doing two things at once, having only one hand on the wheel etc. Furthermore you may ignore up to X* penalty from vehicle motion, speed etc.*) I need to read up on vehicles, to find out how much penalty usually amounts to for this. Tool improviser: Because of a knack for using odd things or just making do with very little tools, halve penalties for missing or sub-standard tools. |
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I'm saying that therefore the GM, if he hasn't already banned 'Terminally Ill' should consider insisting that this character must also take 'Doesn't Sleep' with the mitigator (only when Terminally Ill). I would also require that a character who doesn't sleep because she is on stimulants all the time to take 'Doesn't Sleep' with a limitation reflecting that she's getting the advantage from the pills, whether or not she was terminally ill. YMMV. |
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Per 'Characters' pg 116 "The GM may require you to pay points for any gadget that grants traits that usually cost points.... However he should charge points only for items that even the most advanced technology could not produce - and even then, only if those items are not for sale at any price in the game world." This ruling is based on my reading "the most advanced technology" as the most advanced technology available _in_that_setting_, and not as "the most advanced technology listed in any GURPS book". Thus even if Ultra Tech lists a 'Doesn't Sleep' drug at TL 12 you're going to have to pay points for the advantage at TL 6. YMMV. |
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Well, at TL6 is one thing. But at the appropriate TL it's another.
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As I pointed above, a holdout blaster is essentially an Innate Attack with Gadget and Limited Use. But how many GMs consider it an advantage that should be paid for? |
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[1] In Champions at least, not in all HERO genres, but Champions probably sees more play than all their other genres combined. |
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2) It depends on the setting, I suppose. In a modern (TL 8) four color supers game it would be fine with me if a player took Doesn't Sleep with a gadget limitation for the pills [1], or if (assuming they're equipment at TL 12) they bought them as equipment (at x16 cash cost for the +4 TL's per the standard rules), at least as long as they either bought their personal TL up to 12, or had an Unusual Background for their High Tech friend they're getting the pills from. In most 'realistic' genres I wouldn't let the players (of human characters) take either. [1] Although they'd get less of a discount for pills than for most gadgets, since it's pretty hard to take the effects of a pill you've already swallowed away from you. We should probably stop hijacking the thread though. |
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Sword Mage: The character can channel magic through a sword as if it were a Staff.
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Actually this is a fundamental feature of any advantage or disadvantage that functions over time. Essentially its the same problem as calculating the net present value of a transaction that happens in the future - part of the appeal of a reverse mortgage for example is the discrepency in value for the participants - one of them expects to be dead when their side of the deal comes due. GURPS advantages and disadvantages are mostly priced on the assumption that the actual manifested effect is matter for a significant piece of the campaign. But anything that has a component that has an effect somewhere other than *right now* runs up against the problem that it might never kick in. It stands out more in the case of Terminally Ill, where you know for certain it will happen, but after all on the flip side if I die before it's revealed, I'm cheated out of my secret advantage too. Its the same problem that plagues pricing things like being an heir, pregnancy or old age, and in some ways related to the pricing issues of Longevity and Unaging. In a sense, the best justification for the lots of points you get from Terminally Ill is that it amounts to a Temporary or small number of charges limitation on every ability you have, and PCs are assumed to have a significant net positive point value. I don't buy that particularly, if for no other reason than because it is way too rare for anybody to actually *pay* the downside price - running as it does against pretty much all the uses of this theme in literature - but it has a certain amount of logic if the GM really is going to be ruthless about it. |
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Fan of (something): You're a very dedicated supporter of something (usually a sport team but can be other, like political ideas, music bands and so on) you need to spend time and money for your passion (nothing more expensive than the equivalent of event tickets or cable TV). But this rewarding for you and works as a weak ally group when you engage some activity where your fandom is revealed. Fellows that share your passion are friendlier an kinder (normally a +1 in reaction that can raise to +3 during end season matches, political processions, battle of bands and the like). This brings however some down sides: supporter of opposing factions react badly at you (-1 to -3 as explained above) and very heated situations could easily escalate in something bad (exchange of insults or even a fight). This perks gives you a "basic level" of fandom, for more extreme ways (hooligan heads, trade unionists, crazed groupies, political speakers) buy the appropiate advantages and disvantages.
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Maiden's Wrath. A staple of anime. Whenever someone acts like an idiot or a pervert (or both), you may either silence them with your flaming eyes of death (i.e., a stare that will make anyone, even someone with the Clueless disadvantage, realize that what they have done is WRONG and then shrink down in fear and embarrassment) or just wallop them. (The wallop may be a kick, slap, etc.) Your attack will always hit, and always hurts, and will always make your target look stupid, but it is a cinematic attack that never does any actual damage and has no other combat benefits, only social ones (i.e., you cannot use it to stun your target and then shoot him while he is helpless). In cinematic campaigns, this includes totally unrealistic (but funny) attacks such as booting an unwanted suitor across a football field.
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There's a special ability from Dog Town (a game about street criminals making it big in 1970's NYC)...you have crazy eyes that help you freak people the **** out.
Not sure how much of a bonus you could get for a perk, though? A little help? Here's my first inclination: Evil Eyes: You get +2 to Intimidation rolls when the target can look into your eyes. |
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http://forums.sjgames.com/showpost.p...&postcount=212 |
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+2 is definitely too strong. In fact, +1 seems like it's probably too good; there aren't that many times you can use Intimidation where your eyes aren't visible. I can think of:
-When you're blindfolded -When it's really dark -When you're yelling at someone down the 'phone So, I'd maybe let +1 go, on the understanding that the stare really needs to be there, it's not a blanket +1 that might sometimes not count, it's a sometimes +1. |
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Note that in my version of the Perk, it's only useful when you attempt NON-VERBAL Intimidation. I figure talking put you in the sphere of calculation rather than crazy and so the eyes no longer have the same impact.
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Frankly, I prefer the calculating version:
Threatening Monologue: Gain a +1 to Intimidation when your victim isn't distracted by something else (combat, loud music, etc) and you can rail on them verablly in excruciating detail for 1dx10 seconds. |
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There is an existing official perk called Fearsome Stare, which simply allows you to use Intimidation without spending any time or speaking.
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Pathetic - For this perk to work, the character must be appropriately dressed, (ie, like a bum), +1 reactions regarding requests for very simple aid and +1 to the panhandling skill. Also, NPCs will randomly come up and give the character small change while not panhandling. This perk includes a drawback of a -1 reaction penalty in all circumstances it does not benefit (in addition to the normal penalties associated with his dress and demeanor due to an exaggerated view of a negative trait. (examples: bad smell smells worse, bad appearance having slightly greater impact))
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+Splashdown- You do not take damage from falls if you land in water.
+Sensitivity bonuses apply to Diagnosis rolls. You notice something is off with their "chi meridians" or whatnot |
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Maybe tone it down to always counting as Soft, with no Acrobatics roll required. |
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It is a common theme in video games that if you land in sufficient water to break your fall, you don't get hurt. Specifically I was thinking of Crackdown, where you can make the main character leap off soething the approximate size of the Sears Tower and plop innocuously into the ocean. +Splashdown 1.1 If you fall into water, you may make a Swimming or Acrobatics roll. If you succeed, you take no damage. |
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There was no damage from falling in water (even from great heights) way back in LucasArts' "Outlaws".
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Let’s see if you guys like these:
Commanding: once a session you can ask any NPC who you already have a positive relationship with to do a non-combat, easily achievable task for you, as long as it is not against their morals or takes longer than a few minutes they will do it without hesitation (although they may then become angered for being used) this perk works only once on any specific NPC, may not be used on NPCs that have a greater status, appearance or wealth than your character. Quick Escape: whenever you can freely leave a situation (so it doesn’t count if you are a prisoner of any form) when you leave no-one will notice your absence for 10 seconds and no one will ever try to stop you from leaving. This perk is not applicable if you have status greater than 2, appearance greater than beautiful or worse than ugly or fame of any kind. High On Your Own: if you consentrate for 30 minutes, you may take an HT roll at -2, if you pass you will may pick the effects of any drug of abuse you wish and treat your character as if they have just taken a full dose of said drug. On a critical success you may choose 2 different drugs of abuse to be under the influence. On a critical failure you get the withdrawal symptoms of your chosen drug without the high |
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