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#131 | |
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Join Date: Feb 2011
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#132 |
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Join Date: Jun 2022
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#133 |
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Join Date: Apr 2005
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This is a variant on the "Good with X" perk.
Jerk Whisperer (Type) You can briefly evade the attentions of people who suffer from a specific antisocial disadvantage. When someone with the specified trait fails a self-control roll you are never their first target, even if it was you who triggered their problem. For example, if you're Very Beautiful and your presence causes a Lecherous person to fail a self-control roll, they hit on someone else first rather than you. If you enrage someone with Berserk, you're always second on their list of people to kill. This perk is handy for characters who specialize in starting trouble and then escaping before it affects them personally. |
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#134 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard I don't think we're in Oz any more. |
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#135 | |
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Join Date: Apr 2005
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I agree this could be more than a perk a player builds a character around the concept of manipulating people with a fairly common disadvantage, like Scaramouche in Commedia del Arte manipulating people with the Bad Temper disadvantage into fighting each other. In that case, it's more like a Higher Purpose (Trigger people with X disadvantage). The "non-narrative" rationale for the perk is that there's something about you that makes bad actors briefly engage in "displacement behaviors" rather than attacking you directly. For example, Lecherous people might realize that you're "out of their league," so they hit on someone else first. Or you might look just tough enough that Bullies attack someone else rather than picking a fight with you, at least at first. Game mechanically, it might be the social equivalent of the Flesh Wound cinematic rule which lets you minimize the effects of one attack. There's also nothing to prevent people you've triggered previously from recognizing your game, negating the perk's benefits. After all, it only protects you from being the first target of their attentions, so you have no special protection the second and subsequent times you trigger them. Last edited by Pursuivant; 09-21-2023 at 06:56 PM. |
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#136 | |
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Join Date: Jun 2022
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#137 | |
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Join Date: Jul 2007
Location: West Virginia
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Per Ardua Per Astra! Ancora Imparo |
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#138 |
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Join Date: Apr 2005
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Extreme Precognition
You can see the future. The far, far future. When you concentrate and make a successful IQ roll, you get a glimpse of events which will occur in your location at some random point millions or billions of years later. A second successful roll lets you narrow your point of view to a random point in time 2d-2 x 10,000 years within the epoch you're viewing. You have no idea as exactly how far into the future you're seeing, however. GM's choice as to exactly what you see in the future, how far into the future you see, and whether you just see rock due to geological activity which eventually buries your location, sea water due to activity which sinks it, open air due to activity which erodes it, or vacuum as a result of some event which destroys the planet. Extreme Postcognition is a similar power, but is too powerful to be a perk since it might actually be of use to paleontologists. If your visions of the future are terrifying, this is a Quirk and possibly the basis for all manner of mental disadvantages. Last edited by Pursuivant; 11-21-2023 at 04:40 PM. |
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#139 |
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Join Date: Dec 2012
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Um, is even the normal use beneficial enough to be considered a perk?
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#140 | |
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Join Date: Apr 2005
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As written the Perk is marginal. The ability to learn the exact date that your viewing or being able to view a specific time period beyond a "lockout period" (e.g, anything 1M+ years into the future) might make it more useful. The basic idea is that you can see so far into the future that the knowledge you gain isn't particularly meaningful. If you're lucky, it might give you an idea for a story or an invention, but it's mostly just a cool trick unless you have access to incredible time travel abilities. It's good for uncanny cosmic entities that can slip in and out of the time stream, not so good for ordinary mortals. With a lot of work, an ordinary person could use the Perk to figure out the best place to bury a time capsule so it can be found by a specific future person or store high level nuclear waste so it isn't disturbed before it becomes inert. Anyhow, it's a starting place for perks for clairvoyants and precognitives. |
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