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Old 09-10-2023, 04:57 PM   #131
PTTG
 
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Default Re: New perks

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Originally Posted by Varyon View Post
This feels powerful for a Perk, particularly if the character opts to heavily armor that particular body part (or has replaced it with a cybernetic limb or similar - think of how often Edward Elric in Full Metal Alchemist took serious hits to his automail that would have killed or incapacitated him if they hit anywhere else). Maybe you've only got enough money to start out with a shoulder guard made of Beskar... but if you can redirect attacks to hit that, that's not such a bad thing. Then again, the limit of "once per session" may be enough to prevent abuse, at least in fairly combat-heavy campaigns (in those with more moderate amounts of combat, getting hit even once in a session may be the exception rather than the rule).
As it's more for a comedy setting than anything else, this relies on the hit actually hitting. Otherwise it's more like wonderwoman's bracers.
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Old 09-11-2023, 04:40 AM   #132
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Default Re: New perks

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Originally Posted by Astromancer View Post
Bugs Bunny clearly has multiple levels of this advantage. Just think of a rabbit grabbing glasses and a clipboard and convincing all and sundry that you are in charge.
I think it's more that Bugs has a super high Fast-Talk and Acting.
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Old 09-21-2023, 09:21 AM   #133
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Default Re: New perks

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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Old 09-21-2023, 09:24 AM   #134
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Join Date: Jun 2005
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Default Re: New perks

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Originally Posted by Pursuivant View Post
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.
I think that's too powerful for a perk, and also hard to rationalize in narrative terms, especiallly as a passive effect. I might allow something like that as an application of using a skill actively (particularly an Influence skill) for deception or distraction, but I'd require more of a narrative for how it's done.
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Old 09-21-2023, 06:50 PM   #135
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Default Re: New perks

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Originally Posted by whswhs View Post
I think that's too powerful for a perk, and also hard to rationalize in narrative terms, especially as a passive effect. I might allow something like that as an application of using a skill actively (particularly an Influence skill) for deception or distraction, but I'd require more of a narrative for how it's done.
Its value depends on how frequently you encounter NPCs with a particular disadvantage and your ability to manipulate them. I assumed that's a very rare circumstance unless you're forced to live with/work for someone with a toxic personality.

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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Old 09-21-2023, 07:21 PM   #136
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Default Re: New perks

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Originally Posted by whswhs View Post
I think that's too powerful for a perk, and also hard to rationalize in narrative terms, especiallly as a passive effect. I might allow something like that as an application of using a skill actively (particularly an Influence skill) for deception or distraction, but I'd require more of a narrative for how it's done.
It looks to me to be best used as a part of a "Luck Powerset".
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Old 09-22-2023, 02:11 AM   #137
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Default Re: New perks

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Originally Posted by whswhs View Post
I think that's too powerful for a perk, and also hard to rationalize in narrative terms, especiallly as a passive effect. I might allow something like that as an application of using a skill actively (particularly an Influence skill) for deception or distraction, but I'd require more of a narrative for how it's done.
Remember it is limited by type. A might know how to deal with megalomaniacs, while B can manipulate the greedy. It's a social perk dealing with one narrow type of nuisance.
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Old 11-21-2023, 04:35 PM   #138
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Default Re: New perks

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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Old 11-21-2023, 07:52 PM   #139
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Default Re: New perks

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Originally Posted by Pursuivant View Post
If your visions of the future are terrifying, this is a Quirk and possibly the basis for all manner of mental disadvantages.
Um, is even the normal use beneficial enough to be considered a perk?
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Old 11-21-2023, 10:55 PM   #140
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Um, is even the normal use beneficial enough to be considered a perk?
I was trying to think of minor Precognition-related perks that could be legitimately considered to be weaker than a -80% limitation. That requires some serious limitations to the basic advantage to take it below the normal minimum of 5 points.

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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