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#28 |
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Join Date: Jun 2010
Location: Dreamland
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Trivial Law Breaker - You can break one given law that would otherwise be overlooked normally. For instance, most of the time jaywalking doesn't matter but you never have to worry about it. (Largely inspired by Innocuous above)
Non-Threatening - Some trait about you that would normally scare someone or turn them away that doesn't have a reaction penalty (from strikers to ESD to high ST to a face tattoo) just doesn't seem to bother people. If the bothering would be rare enough, it might even reverse instead! If the trait does cause a reaction penalty (such as No Reflection), this perk lets you buy off the reaction penalty with GM discretion. Not Yet Signature Gear - Instead of paying for your signature gear and getting it right now, instead work with the GM what the gear is like and you have effectively a Destiny of eventually getting it, with the longer it takes and the harder it is to get making up for actually having to buy it based on how good it is. (Note this works better with DF's rule of Sig Gear always costing 1pt) Enemy Impulse - Requires Enemy. You're allowed to spend impulse points you don't have. However, your enemy gains floating impulse points equal to what you spent and can use them however they want! It's recommended that neither you nor your enemy be allowed to force criticals against each other, though. EDIT: New York Reload - Whenever you pick up an enemy's gun, if it wasn't shown to be empty, the clip happens to be full. The effect in play for this perk is that you don't have to carry ammo, instead you can safely assume your enemies will carry it for you.
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Last edited by kirbwarrior; 09-23-2020 at 02:13 AM. |
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| perks |
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