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#11 | ||
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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I'll often give characters a well-rounded set of skill, even if a certain skill might never come up during play. The knight in armor might never use "Housekeeping" but you never know.
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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#12 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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The player expects that if romance comes up at some point in the campaign, the GM will look at those traits when in doubt. Some GMs might think that lacking those traits basically closes some of the possible narrative lines (hopefully not too many). NPC example: a character who is Klutz from neural damage, and thus is unlikely to ever drive, but has Driving at a competent level to account for a short 'career' in racing in teen years. (It probably should actually be a lot higher, but combined with some sort of extra penalty; not like it matters at this point.) |
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#13 | |
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Join Date: Aug 2004
Location: Copenhagen, Denmark
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Hans |
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#14 |
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Join Date: Mar 2010
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I like applying custom power modifiers to things. Sometimes to the point of said power modifier being unique to that one character. It gives me a hook to attach the visualizations and other descriptive bits to the character's abilities.
I always buy some kind of artistic or creative skill for every character I make. For GM_NPCs, I tend to make that Artist (Calligraphy) if I can squeeze it into the concept. My personal handwriting is very, very, tiny and evidently very hard for others to read. And, so, I like making characters that have very good handwriting. I tend to buy various appearance perks, especially Classic Appearance, because everyone is someone's thing. As I'm the GM, I make sure it comes up, but I understand that others don't. I've a few others, but I'm less consistent about those. |
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#15 |
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Join Date: Aug 2008
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Just recently I found I had to buy 'Current Affairs (High Culture)' because one of my Quirks was 'Loves Opera'.
In Pathfinder buying a magic item that gave Knowledge (Nobility) because my Fighter had just recently been elevated to head of House. Turned out to never that I can remember come into play on account of we were all off adventuring. Any number of shiny toys that meant nothing at all except that the character had to have it to complete their 'look'. Edit: I had a World of Darkness VR mage with a Background that gave him a laptop with more processor power than a mainframe. He rigged it to a set of VR goggles that looked like thick sunglasses and VR gloves that looked like designer fashion. The laptop sat in the small of his back under his Matrix-esque longcoat and it drove people nuts trying to figure out how he was spellcasting without using a computer... and it also looked way cool. Last edited by Jasonft; 07-10-2012 at 11:33 AM. |
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#16 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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I want it noted that "Coolness factor" isn't necessarily a waste of points, depending on your RPG philosophy. For many, they're the whole point behind points.
From a certain perspective, everything done in an RPG is about maintaining narrative control. The point of winning or losing a battle is about controlling what happens next. If you want the story to go in the direction of your hero marrying the pretty princess, then you need to ensure that the princess is rescued from the dragon and that she falls in love with you (or, in the very least, that you can convince her father to let you marry her). The actual battle against, the dragon, the details of it, aren't nearly as pertinent as the outcome itself. Many of the things mentioned in this thread pertain to that. Take, for example, the fellow who always takes Handsome and Sex Appeal to ensure success with the <Isaiah Mustafa>ladies</Isaiah Mustafa>. He's trying to ensure that his character always has good fortune in romance, because that's important to him as a player. This isn't a "waste of points" it's exactly what he wants out of those points. A similar thing is true of signature gear or ensuring that you have a cool sidekick. It's a direct control over the narrative. It gives you the sort of story you want. There's another school of thought that argues that RPGs are really about overcoming the challenges places before you. What happens before and after the battle with the dragon is not as relevant as overcoming the dragon itself. The dragon is a conundrum placed before the players, and they need to solve it with a certain budget of points, abilities and tactical choices. Thus, for such a player, "Handsome" is a waste of points because it's unlikely that he'll need a higher reaction modifier with women, or at all, and he'll stick with tried-and-true combat methods like Combat Reflexes and he'll finagle the best gear for the cheapest money, and discard said gear as soon as something better comes along because that's how you win the game. According to some theories, as soon as you toss both people into a game together, you run into a problem, but I'm not convinced of that. Narrative guy is interested in what happens before and after the battle, and gamer guy is interested in the battle itself. You do run into an issue where one is bored by what the other finds exciting, but if people are patient, I think you can find a middle ground and, in my experience, even the most extreme tend to see at least some merit in what the other camp is enjoying.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#17 |
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Join Date: Feb 2012
Location: The Netherlands
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I love Weirdness Magnet, It often fits with the kid of character I like to play. The charm of it is the fact that anything can happen so no session will the same as the one before. It also gives the GM some flexibility with his adventures, he/she always has a plot hook to ensnare my Nosy gate/mind mage with .
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#18 |
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Join Date: Sep 2004
Location: Yucca Valley, CA
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For a cinematic warrior who can get Flying Leap, I like Super Jump as a Potential advantage - increases leaping distance by only 50% instead of double, for half the base cost, and to this I can add the enhancement Maneuverable. In conjunction with Power Mod (Chi), net cost 7 points, net flying leap distance 4.5 times normal jump but you can swerve in the air.
I also like Levitation as a perk, that thing where you sit in lotus position about 3' off the ground. It's functionally equivalent to Accessory: Chair. Along the same lines, I like Chi Projection as a perk; I guess it'd be a shtick. Whenever you use Great Lunge, as a cosmetic effect, you don't really stretch, you just project the force of your chi from your fists across the intervening distance to your target. (For this to balance, spines and auras "disrupt the chi flow" so you can't avoid the consequences of melee attacks.) For a different kind of chi projection, I like a 1pt followup attack with Incendiary and Surge; it's not the best way to improve damage and it's not enough spark to matter often, but there's that chance of pyrotechnic punctuation. One Eye gives you that grizzled veteran pirate look but shafts you for more than it's worth if you need to buy back ranged weapon skills. So, take it as a quirk. You have the cool eyepatch, and a hit to your good eye takes you straight to Blind, but otherwise you suffer none of the drawbacks. For Psionics, psychometabolism is the the just-for-cool ability. It's not exactly useless, but TK is generally better for everything that Psychometabolism is good for. However, TK doesn't always make you look like an action movie star. GEF Last edited by Gef; 07-11-2012 at 12:49 AM. |
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#19 |
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Join Date: Nov 2008
Location: Yukon, OK
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All yours are kind of neat but that one is my fav.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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| Tags |
| cool factor, coolness factor, perks, pure awesomeness, rule of cool |
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