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Old 07-14-2022, 11:57 AM   #14
JulianLW
 
Join Date: Apr 2019
Default Re: New perks

Reading the "Silly Perks" thread, I started thinking about creating new perks based on Smooth Talent pricing, but with non-talent advantages. These perks all have prerequisites and are a way of embellishing existing advantages. Because they have sometimes expensive prerequisites, they are sometimes a bit more powerful than standard perks. Thoughts?


I Have a Bad Feeling About This

Prerequisite: Danger Sense or Intuition and Strategy or Tactics

This perk gives +1 to either your Strategy or Tactics skill. You may buy this perk once for each skill.


Great Body ‡

Prerequisites: Fit or Very Fit and Sex Appeal.

You're in great shape, and people can tell. If you are Fit and have spent at least one point on Sex Appeal, you may buy one level of Great Body for an additional +1 to Sex Appeal. If you are Very Fit, you may buy a second level of Great Body for +2 to Sex Appeal.


An Instant Faster

Prerequisites: Combat Reflexes and Fast-Draw.

Once per session, you may preempt the Wait maneuver of an opponent by spending 1 FP and beating him in a Quick Contest of your Fast-Draw -4 vs. his DX. (The +1 to Fast-Draw from Combat Reflexes counts as usual, and any Fast-Draw skill will work - i.e. you may roll against Fast-Draw Sword without being armed with a sword.) If you win this Contest, you may act before your Waiting opponent.


Vacation Home †‡

Prerequisite: Wealthy.

You have an additional home somewhere: a beach house, a lake house, a cabin in the mountains, etc. You must specify the location for each extra home when you buy the perk. The house matches your Status level and is not secret, like the Base perk from Power-Ups 2; anybody who investigates can easily find out that you are the owner. You may buy your first Vacation Home for one character point if you have at least 20 points in Wealth advantages, and you may buy additional Vacation Homes for each 5 extra points your character has invested in Wealth. If you are Filthy Rich, you may spend as many CP as you like on Vacation Homes. Because you have spent CP instead of in-game money to acquire these houses, treat them as Signature Gear. If, for some reason, your character loses points in Wealth, you may opt to lose the points spent on Vacation Homes before losing points in the Wealth trait. The GM must approve each Vacation Home should require an in-game explanation of how the house was acquired, as with Signature Gear (i.e. this perk should not be used to circumvent game challenges - "I just happen to have a cabin right here in the Carpathian Mountains!").


The Power of Love †‡

Prerequisite: at least 5 CP invested in Allies or an Ally with a FoA of 15 or better.

For every level of The Power of Love, you may get a +1 per session to any single roll to give direct assistance to your Ally. Any roll that will benefit your Ally qualifies: from a complementary roll to a damage roll against a foe in combat with the Ally. You may buy as many levels of this perk as you wish, but buying more than 4 levels for the same Ally changes the trait to Buddy Bond from Pyramid 3/53, which is useable any time you assist your Buddy.


I Knew This Would Happen

Prerequisite: Intuition or Common Sense.

Once per session you may use an unspent character point (or Impulse Buy point or Destiny point) to buy a roll against IQ-4 to get a single use of Foresight from Pyramid 3/53. If you fail the IQ roll, you lose the character point. At the GM's discretion, a complementary roll against an appropriate skill may improve your IQ roll.


Extra Mental Cage *‡

Prerequisite: Mind Trap

If you have spent any points on the Mind Trap technique, you may buy extra mental cages - up to as many levels as half your Mind Shield level. You must spend 1 FP to activate an Extra Mental Cage, and it will work for only a limited time - as many minutes as your margin of success on a Mind Trap roll; at that point, you must roll to trap your opponent again, though at a +3 for being restrained, as per "Additional Contact" in Psionic Powers.


Spare ID ‡

Prerequisites: Alternate Identity and Forgery.

You have passable fake identification documents to use for emergencies. Once per session per level of this perk, you may use fake documents unconnected to any of your identities to satisfy authorities for one situation or scene. Each use of Extra Documents requires a successful Forgery roll, modified by BAD level or by the difficulty of the situation. A success means the identity works without problems; any failure must be roleplayed. A critical failure on this roll threatens to expose your Alternate Identity. Each time you use this perk, it must be renewed by spending 1/20 starting wealth between sessions, though these funds may come from a budget supplied by a Patron or the like.


Daring Skill †‡

Prerequisite: Daredevil

For any single risky skill you may always reroll a critical failure, no matter the circumstances. For example, Daring Climber allows you to reroll any critical failure with Climbing, even if you're not engaged in particularly risky behavior. You may specialize in any skill, from Daring Broadsword to Daring Fireball, but no Daredevil may have more than three Daring Skills. This perk essentially grants Daredevils the option of buying Stabilizing Skills - and allows them to accept greater skill penalties with a negligible risk of critical failure.


Let me know what y'all think!
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