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Old 12-09-2018, 03:06 PM   #9
smurf
Banned
 
Join Date: Jun 2005
Location: Bristol
Default Re: New perks part 2 - combat perks

Quote:
Originally Posted by Bicorn View Post
I got some very useful criticism for my previous batch of perks, so here's some more. This time, focusing on combat perks.




Casual Defense (type) (Physical)

Choose a specific active defense when taking the perk. As long as your defense roll succeeds by 2 or more, you can make the defense look completely effortless - e.g. you dodge just by leaning a little to the side or nonchalantly stepping out of the way. If you succeed by 4 or more, you can make the defense so smooth that any observers need to make a Per roll at a penalty equal to your margin of success to tell you defended at all; if the roll fails it just looks to them like the attacker missed completely.

Deadeye (Mental)

You can continue getting a cumulative +1 bonus for one more turn of aiming than most people.


Duelist (form) (Mental)

Choose the form of duel when taking the perk, e.g. fencing, pistols, Old West showdown, etc.
When fighting a formal duel of your chosen type you get +1 to effective Speed for the purpose of determining initiative, and +1 to one other kind of roll appropriate for the type of duel; e.g. a sword duelist could have a bonus to Feint, while an Old West duelist might have a bonus to Fast-Draw. These bonuses do not apply in spontaneous fights, only actual duels.
Additionally, if you have fighting-impairing non-physical disadvantages such as Combat Paralysis, they don't apply when fighting a formal duel of the chosen sort.

Just a Little Quicker (Physical)

In a combat sequence, you act before people who have the same Basic Speed, and win speed/initiative contests that would otherwise be ties. If both sides have the perk, they cancel out.


Just a Little Stronger (Physical)

Any contest of Strength vs. Strength or Slam that would otherwise be a tie becomes a win for you. If both sides have the perk, they cancel out.

Schtick: Gangsta Grip

You're able to hold a gun sideways (or upside down, or in some other unusual manner - choose when taking the perk) and still attack with it without penalties.
Using the grip may merit a +1 on Intimidation or Streetwise when dealing with people who think it looks "cool". It may also be useful for taking people who assume your grip is a sign of lack of skill by surprise.

Schtick: Unorthodox Reload (method)

You can load ammunition in an uncommon manner as quickly and reliably as if you were doing it normally; e.g. drop a bolt hidden in your sleeve into a crossbow's groove, spit a bullet held in your mouth into a sling's cradle, or kick up a leg to slip a magazine tucked in a boot into place. This can be useful for keeping a reload ready without using up a free hand or for surprising people who thought you had no ammo. Each reload method is a separate perk.


Spray and Pray (Mental)

Your stray shots get -2 to their effective attack skill against any targets you would rather not see hit, such as allies or innocent bystanders; this also reduces stray shots' maximum effective skill from 9 to 7.

Schtick: Pin-Pulling Teeth

You can pull a grenade's pin reliably with your teeth, without risk of failure or dental damage; this allows quick arming of the grenade when the other hand is occupied.

Turtle Up (Physical)

When using the All-Out Defense maneuver, as long as you do not move you get an additional +1 to Parry and Block (but not Dodge.) The bonus is lost if you move from your position (even just a Step) or get knocked back.
I like the ones above they seem workable and also fun. Especially the effortless dodge.

This should require a prerequisite Recovery
Last Legs (Physical)

When you would fall unconscious you may take a point of long-term fatigue to remain conscious for 1d turns, during which you can still act. Wound penalties still affect you normally. Once this duration runs out, it cannot be extended further with this perk.



There are similar combat modifers like this. Sensitivity or Style Familiarity (police training, soldier training, dojo etc...)
Melee Empathy (Mental)

When you get hit by an opponent's melee attack, parry one, or have your own attack parried, you can try an IQ roll. On a success, you learn their current attitude towards you (e.g. are they angry with you, do they respect you or hold you in contempt, do they intend to kill you or not, etc.)
You can try again each time the trigger condition occurs until you succeed; after a success, you learn no further information until the opponent's mental state changes significantly.



This could be done like DR on X location with the corresponding modifier applied to High Pain Threshold.
Painless (body part) (Physical)

You have High Pain Threshold for one small part of your body, e.g. only one hand.


There is already as similar perk for using min ST weapons at above your own ST.
Schtick: Blade-Biter

You can carry a weapon weighing no more than 1/10 your Basic Lift in your mouth with no risk of dropping it or hurting yourself with it; obviously, you can't use your mouth for other purposes (such as speaking) when doing this. If you have the appropriate Fast-Draw skill for the weapon you can grab it from your mouth as easily as you would from a sheath.
The GM may veto using this perk for weapons for which holding them in the mouth would be implausible due to shape or other properties.


Not sure because rings are not as robost as Brass Knuckles.
Schtick: Ring Knuckles

If you are wearing at least two hefty metal rings (or one especially heavy one, or four light ones) on a hand, you can punch with it as if you were wearing brass knuckles.



Similar to Immovable Stance
Stonewall (Physical)

You are hard to knock down. Any knockback you receive from attacks is reduced by 1, when receiving (but not when performing) a Slam your opponent's damage is reduced by 1 per die, and you get +1 to rolls to avoid falling down after a hit (e.g. DX rolls after being knocked back, or rolls to resist a Sweep.) If you move faster than walking pace, you lose these benefits until your next turn.


Similar to Escape
Trick Joint (Physical)

You get a +3 to Break Free attempts or Escape rolls against grapples or bonds applied to a particular limb, as well as to rolls to resist joint locks placed on that limb. Choose the limb when taking the perk.
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