|
|
|
#151 |
|
Join Date: Jan 2014
|
|
|
|
|
|
|
#152 |
|
Join Date: Apr 2005
|
Fun! Have the player describe exactly how they pull off the impossible shot for a +1 bonus (to cancel penalties only).
And a classic: A Million-to-One Chance: AKA "A New Hope," "Fiver" or "Moses." No matter how hopeless the odds, you get an insight as to some action which might just save the day. Of course, performing that action might just give you an insight as to the next action needed, and so on. While there's no guarantee that you won't suffer terribly along the way, or that your companions survive, eventually your visions allow you to triumph (or at least escape or survive). This isn't a favorable Destiny, though; there's no guarantee that ultimate triumph won't demand ultimate sacrifice. If you die before you triumph, however, you are always able to convey the content of your visions to others, potentially allowing those who follow your path to succeed where you did not. Effectively, this perk is occasional GM-supplied, focused Intuition which acts an a hook for various adventures, as long as you're willing to buy an unlimited pass to ride the G&M Railroad. Taken a bit more generously, it's the equivalent of replaying a video game or viewing a walk-through video of a video game you haven't yet played yet. You get a general idea of how to win, but you still have to grind through every level in order to actually do so. |
|
|
|
|
|
#153 |
|
Join Date: Aug 2014
Location: Snoopy's basement
|
Two Out of Three Ain't Bad
When you play rock-paper-scissors, you can tell ONE of the three that your counterpart won't throw. |
|
|
|
|
|
#154 | |
|
Join Date: Jun 2013
|
Quote:
Note this means you will never lose a game of rock-paper-scissors unless you try to do so. If you always know one of the options your foe won't use, you just throw whatever would lose to that option, and you'll have a 50% chance of winning (and a 50% chance of a tie). That said, "Unbeatable at <Specific Game>" is probably a legitimate Perk in most campaigns, unless it would serve to readily enrich the character (like "Unbeatable at Blackjack" in a campaign set in Las Vegas). In a situation like that, I'd only allow it if it came with the caveat that the player wasn't allowed to abuse it to make the character wealthy. They could certainly suggest such a game to resolve things in situations where it makes sense, and as GM I'd reserve the option to have a "You must win in this game to advance the plot" incident (to make use of the character's talent).
__________________
GURPS Overhaul |
|
|
|
|
|
|
#155 | |
|
Join Date: Jun 2017
|
Quote:
Or maybe it only works on quick games for determining who gets a good/bad option: rock-scissors-paper, drawing straws, coin tosses, etc. So you can use it deliberately in situations like who starts a sporting match, but since no one gambles on those sorts of quick determinants you can't use it to win money.
__________________
Pronoun: "They/She" |
|
|
|
|
|
|
#156 |
|
Join Date: Aug 2007
|
Yes, that's the major rule it's an exemption to. Your precog abilities can exceed the physical limits of the accuracy of the gun. That sounded terribly narrow to me so I wanted to add in the ability to ignore ad hoc rulings from the GM in the vein of "The weather conditions alone would be a -10! No one can hit anything in conditions like that!". The Guns-30 you'd need to go with the Perk is separate (even if that Skill level owes a lot to precog too).
__________________
Fred Brackin |
|
|
|
|
|
#157 |
|
Join Date: Jun 2006
|
Event of Interest: You know one specific future fact with great certainty - but it is subject to change. For example you know the name of the first human to travel to Alpha Centauri, or the date the last living human will die. If the future changes, through your actions or otherwise, you know.
__________________
-- MA Lloyd |
|
|
|
|
|
#158 | |
|
Join Date: Apr 2007
Location: Ottawa, ON, CA
|
Quote:
"What?" "The new date is two days from now." "Which date?" "The date the last living human will die." "HOW DO YOU KNOW THAT?" "I JUST DO OKAY."
__________________
M2: Everything is true. GP: Even false things? M2: Even false things are true. GP: How can that be? M2: I don't know man, I didn't do it. |
|
|
|
|
|
|
#159 |
|
Join Date: Sep 2007
|
The description also says "or Luck". So, the Perk could allow ignoring the "effective skill >= 3" restriction, and allowing a roll no matter what the effective skill level. Of course, only a crit will succeed with an impossibly-tiny target number -- hence the Luck. (Works even better if the Buying Successes rule is in play.)
|
|
|
|
|
|
#160 |
|
Join Date: Jun 2006
|
That's what makes this sort of thing just a perk. A sudden change in when the Great Temple will become a ruin, or who will rule your country two centuries from now, to something peculiar strongly indicates something adventure-worthy is happening, which is worth knowing, but it doesn't tell you much about [what].
__________________
-- MA Lloyd |
|
|
|
![]() |
| Tags |
| perks |
|
|