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Old 07-19-2022, 08:07 PM   #91
dcarson
 
Join Date: Mar 2008
Default Re: New perks

Free is FreeYou aren't a full blown hoarder but if someone is giving away something that might actually be useful you take it. Gives a +2 to Scrounging if you have access to your home, storage unit, whatever.
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Old 03-19-2023, 09:47 AM   #92
PTTG
 
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Join Date: Feb 2011
Default Re: New perks

Here's a few takes on some quirks.

Oddity Attractor: Weird things happen to you, but not as weird as they are for a Weirdness Magnet. Encounters with celebrities or escaped zoo animals, not talking dogs and eldrich portals... or at least, not unless those are pretty common in your world.

Karmic Imbalance: You have a bizarre quirk of luck. Delightful and dreadful things happen to you, but they tend to balance out quickly. You may find a lottery ticket and win millions, only to lose it all when a forgotten ancestor's debts come due.

Lightly Cursed: A specific, minor inconvenience reliably befalls you. Perhaps stoplights always turn red for you, or computers are your foe. You've learned to live with it. (If it's something you can't mitigate or don't know how to yet, try Divine Curse.)
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Old 06-17-2023, 05:22 PM   #93
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Default Re: New perks

All In Order: No matter how odd you are, your legitimate personal documents, database entries, passports, and other identification are always accepted at first glance; officers of the law are never suspicious of said documents unless you actually are trying to pull one over on them.

Likewise, 'random' searches won't nab you unless they actually are random.

Serial Number 11111: You ended up with one or two VERY easy to remember phone numbers, pin codes, addresses, or whatever. This makes it easy to find you through ordinary databases.
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Old 06-18-2023, 10:28 AM   #94
Pursuivant
 
Join Date: Apr 2005
Default Re: New perks

Quote:
Originally Posted by PTTG View Post
Serial Number 11111: You ended up with one or two VERY easy to remember phone numbers, pin codes, addresses, or whatever. This makes it easy to find you through ordinary databases.
As a variant:

Lucky Number: Your phone number, ID number, license plate, address or similar data associated with you or your business is highly memorable, extremely appropriate, culturally considered to be lucky, or otherwise gives you an occasional minor benefit. This might take the form of a +1 bonus to certain Reaction Rolls or a +1 bonus to skills such as Merchant or Propaganda which involve the number. ("Gremlins gotcha grouchy? Bothered by Boggarts? Call 555-CTHULHU for Guaranteed Entity Removal! Unwelcome visitors exorcised within 24 hours or your money back! All major credit cards accepted. Bonded.*")

*
Spoiler:  
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Old 06-18-2023, 11:37 AM   #95
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: New perks

Learned the Hard Way: You get +2 bonus on your defense rolls for one type of defense (parry, block or dodge) to defend one specific hit location against one type of attack (thrust, swing, ranged). Choose all three at the time the Perk is taken.

Flat-beater: You can strike with the flat of a blade weapon (convert damage type from Cutting to Crushing) without any risk of cutting and at no penalty.

Tactical Alertness: When a foe in one of your front or side hexes moves or falls into one of your rear hexes, you can treat them as if they are in one of your side hexes for one combat turn.

Alternatively, when a foe in one of your front or side hexes moves or falls into one of your rear hexes, make a Tactics roll. On a success you can treat them as if they are in one of your side hexes for combat turns equal to your margin of success divided by 3 (minimum 1 turn). On a failure, you get no benefit. On a critical failure you have no idea where the foe is and the GM can misrepresent the foes position in the next turn, for example telling or showing you the foe is in one of your side hexes even though they are somewhere else.

Retreat Deceit: When you declare a retreat in making an Active Defense, if your defense succeeds your retreat can be into a forward hex. If your foe is in the hex you enter, you will be in close combat.
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Old 06-19-2023, 12:17 PM   #96
Harald387
 
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Join Date: Apr 2007
Location: Ottawa, ON, CA
Default Re: New perks

Quote:
Originally Posted by Donny Brook View Post
Retreat Deceit: When you declare a retreat in making an Active Defense, if your defense succeeds your retreat can be into a forward hex. If your foe is in the hex you enter, you will be in close combat.
This already exists as an option; see Slip and Sideslip under Retreat Options, MA pp.123-124.
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Old 06-19-2023, 12:24 PM   #97
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: New perks

Deceitful Retreat could be reworked to allow a Slip with the normal retreat bonus (instead of -1 for parries/blocks and +1 for dodges) if you win a quick contest of weapon skills. I'd don't know I'd allow it at my table because who wants another contested skill test at that point, but that seems in line with other perks.
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Old 06-29-2023, 03:07 PM   #98
Pursuivant
 
Join Date: Apr 2005
Default Re: New perks

This might be similar to an existing perk, but the game mechanics are probably different enough to make it a valid addition.

Take a Dive (Mental/Physical)

You can predictably use skills at a lower level than your actual level. You must specify which skills this perk applies to at the beginning of each scene, as well as the skill penalty you’re willing to accept (from -1 to -10). Once set, you can’t change these parameters until the scene ends, however, making this Perk risky to use if conditions might get worse than expected.

For example, if you’re normally an excellent shot, with DX 14 and Beam Weapons (E) skill at DX+4 (skill 18), you could pretend to be far less skilled and shoot as if you just had Beam Weapons at DX level (skill 14) or were even shooting using default skill (skill 11).

Realistically, it's harder to fake incompetence with tasks which rely on instinctive actions, such as Active Defenses and other rolls to prevent catastrophe. When you perform an “instinctive” action, you must make an IQ roll to remember to underperform. Failure means you use your actual skill level, allowing observers to make a Per-based roll vs. any relevant skill to realize that you're faking your incompetence.

If you use this skill to affect combat skills, your reduced skill doesn’t affect damage bonuses due to high skill (your muscles are still trained, even if you're faking), nor does it reduce your Striking or Grappling ST if you hit your target.
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Old 06-29-2023, 04:54 PM   #99
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: New perks

Quote:
Originally Posted by Pursuivant View Post
This might be similar to an existing perk, but the game mechanics are probably different enough to make it a valid addition.

Take a Dive (Mental/Physical)

You can predictably use skills at a lower level than your actual level. You must specify which skills this perk applies to at the beginning of each scene, as well as the skill penalty you’re willing to accept (from -1 to -10). Once set, you can’t change these parameters until the scene ends, however, making this Perk risky to use if conditions might get worse than expected.

For example, if you’re normally an excellent shot, with DX 14 and Beam Weapons (E) skill at DX+4 (skill 18), you could pretend to be far less skilled and shoot as if you just had Beam Weapons at DX level (skill 14) or were even shooting using default skill (skill 11).

Realistically, it's harder to fake incompetence with tasks which rely on instinctive actions, such as Active Defenses and other rolls to prevent catastrophe. When you perform an “instinctive” action, you must make an IQ roll to remember to underperform. Failure means you use your actual skill level, allowing observers to make a Per-based roll vs. any relevant skill to realize that you're faking your incompetence.

If you use this skill to affect combat skills, your reduced skill doesn’t affect damage bonuses due to high skill (your muscles are still trained, even if you're faking), nor does it reduce your Striking or Grappling ST if you hit your target.
This is kind of like the classic pool hall hustler, except their skill level eventually does get used. I could see a Perk to appear less skilled while still using full skill.
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Old 06-29-2023, 05:12 PM   #100
David Johnston2
 
Join Date: Dec 2007
Default Re: New perks

So Uninteresting It's Interesting

The character, who must have Average Appearance is simply boring to look at. So much so that nobody give a good description of them or draw a faithful picture of them. There is a -1 penalty to any roll to pick them out of a crowd or notice that they are doing something.
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