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Join Date: Aug 2015
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I love perks - they're a cheap, easy way to add some extra flavour to a character. So here's some new miscellaneous perks I've come up with. Criticism, suggestions for improvement and pointing out design flaws are all welcome.
Dietary Supplement Physical, Exotic You can get nutrition from something that's not proper food for others of your species; e.g. a human character with the ability to eat grass. You'll still suffer some kind of nutrition deficiency if you try to live on nothing but your supplement (unless you also have the Personal Diet perk), but it can make limited supplies last much longer. Each supplement is a separate perk. This perk doesn't let you safely eat poisonous substances unless you also have Immunity to Poison, Immune to (poison) for the same substance, or several levels of Cast Iron Stomach. At GM's discretion this perk may be available without the Exotic qualifier for supplements that are _almost_ food. Dog's Guise Physical, Exotic Prerequisite: canine form This perk can only be taken by a wild canine (wolf, jackal etc.) or a character capable of transforming into one - a werewolf or other shapeshifter. You can subtly change your canine form to resemble a harmless-looking dog of indeterminate breed. You only have one dog shape, and may not mimic individual dogs. Change from wolf to dog or back takes a turn to complete, but if you're a shapeshifter you can change directly into dog form in the same time you'd change to a wild canine's form. The change is cosmetic and does not alter your abilities or size. (adapted from a merit in Werewolf: the Apocalypse) Dual Perk When you take this perk choose two other perks; the perks must be related to each other somehow, both must have a limitation, and the limitations' values must total at least -80%. For example, you could take both with a -40% limitation or one with a -30% one and another with -50%. Both limitations must be worth at least -10%. This perk has the same types (physical, mental, social, exotic, supernatural) as all of its component perks. Facial Memory Mental You have eidetic memory, but only for faces: you can recall what someone looks like with an unmodified IQ roll no matter how long ago or how briefly you met the person. Fainting Trick Physical/Mental You can pass out at will. You can't control how soon you'll wake up, though - use the normal rules for recovering from unconsciousness for that. Gourmet's Nose Physical You have Discriminatory Smell (p. B49) but only in regards to food and drink. (Living creatures, medicines, etc. don't count as food for this perk.) Heave Ho! Physical If you take a Ready or Aim maneuver before throwing something to wind up the throw, any range increase from using Extra Effort on the throw is doubled; if you use no Extra Effort, you get +10% range. Lead Belly Physical Against radiation suffered from consuming radioactive food or drink, you are considered to have PF 2 (or double your normal PF if you already have the Radiation Tolerance advantage). This perk has no effect on other radiation vectors (proximity, inhalation, etc.) (adapted from Fallout) Lick Wounds Physical You can give +2 to rolls to resist bleeding and wound infection by licking a wound. This takes a minimum of one turn, up to 1d+1 turns for large wounds, and is not cumulative with bonuses from actual medical aid. Memorized (body of work) Mental You know a particular body of text by heart, and can quote it or recognize quotes from it with no roll needed. E.g. the Bible, the collected works of Shakespeare, etc. The GM is the judge for how large the memorized corpus can be; a suggested rule of thumb is no more than your IQ*100,000 words. (The King James edition of the Bible is 773,693 words, and complete Shakespeare is 884,421 words.) Memory Hole Mental You can forget things on purpose; if desired, you can also remove the knowledge of having ever known the thing in the first place. Usually this requires no roll, but particularly stubborn memories (e.g. recollections of traumatic events) may require a Will roll. After a thing has been forgotten it is usually gone for good, though if something strongly reminds you of it the GM may make an IQ roll for you; the memory returns only on a critical success. Money Sense Mental With a Per roll, you can tell whether someone you see has lots of money. Generally, this sense will trigger on anyone who has either higher than average Wealth, higher Wealth than _you_, or is carrying cash at least equal to setting-average starting wealth. With a success by 3+ you're able to tell whether they have cash on them right now or not, and to estimate their wealth level. The GM may also let you detect other sources of wealth if they're big enough, e.g. to tell that an abandoned suitcase contains a lot of money. The money should be at least equal to average starting wealth to trigger the sense. Mysterious Stranger Social This is a variant Ally: a mysterious individual with abilities at a level comparable to your own sometimes shows up to lend you his aid, but only very briefly. In combat, he'll take a single shot at the enemy from cover with a genre-appropriate weapon of the GM's choice, then flee the scene; if you're dangling off a cliff he might toss you a rope and leave while you're hauling yourself up; if you're lost he may reveal himself in the distance long enough to point you towards the right way. Whether it is always the same individual or not is uncertain. The Stranger's frequency of appearance is 9, but he only shows up when he's needed - e.g. when you're fighting a superior force, injured, or otherwise in trouble. Unlike a regular Ally his frequency of appearance is checked every time it might be appropriate for him to show up, not just once per adventure. (loosely based on the ability in Fallout) Perfect Pitch Mental You can always correctly identify the tone of a sound when you hear it. This doesn't give any direct bonuses to musical skills, but will make it easier to recognize a tune or play it back (if you have a suitable skill) after hearing it; it also makes it trivial to tell whether an instrument is correctly tuned. This perk fits well together with one or more levels of Musical Ability. Perfect Teeth Physical You never get cavities or dental calculus, and your tooth enamel regenerates faster than it wears down. Barring violent blows to the mouth or similar, you're guaranteed to have a full set of flawless teeth for your whole life. Personal Diet Physical, Exotic You can substitute a particular foodstuff for all other food - as long as you have your special food plus water (or just the personal food, if it is a liquid), you need no other sources of nutrients. The GM decides how much of the foodstuff is needed to equal one proper meal. Each personal foodstuff is a separate perk. If you have multiple personal foods, you can subsist on any one of them or mix them freely. The foodstuff has to be something normally edible, unless you also take the Dietary Supplement perk. At GM's decision, this perk may be available without the Exotic qualifier if the special foodstuff is one that contains a wide variety of nutrients (e.g. milk). Phrenologist Mental You can determine something about a person's character by examining the shape of their head. Each attempt takes 1d minutes. The GM secretly rolls Per or a suitable skill such as Physician or Physiology; -3 if you try to do this without touching the target. On a success the character's most signficant mental pecularity (GM's judgement; usually the highest-value mental disadvantage) is identified. Each repeated attempt after a success allows identifying the next most significant trait, but each new roll is at cumulative -1, and once a roll fails every subsequent one gives false or no information. Psychedelic Visionary Mental, Supernatural When you're hallucinating, reverse the usual IQ penalties into equivalent bonuses in regards to using supernatural abilities or mental advantages to gain information; e.g. ESP abilities, mind-reading, information spells, Oracle, or Intuition. You are still penalised normally for all other IQ-based activity, including normal Per rolls. Redoubled (effort) Physical Choose a specific type of Extra Effort when taking the perk; e.g. lifting, running, Mighty Blow, etc. You can pay two fatigue to get double normal benefit from the Extra Effort. Rich Inner Life Mental You are never bored and suffer no psychological harm from isolation or lack of social interaction. Run Away! Physical Whenever you are fleeing from a perceived, immediate threat you gain double normal benefit from using Extra Effort to enhance your movement with a minimum of +1 Move even if the roll fails. A fake threat works, as long as _you_ think it's real. Schtick: No Fingerprints You never leave readable fingerprints on things you touch, thus making it that much more difficult to track you. Note that if you actually have no fingerprints (rather than just knowing how to smear them on purpose) this can prevent you from obtaining an ID that requires a biometric identifier, unless you can get one with a different one (e.g. retina print). Strenuous Exercise (type) Physical Choose a particular form of Extra Effort when taking this perk. When you use that kind of Extra Effort, you may choose to spend hit points in place of fatigue points. |
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| Tags |
| dual perk, perks |
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