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Old 11-23-2023, 11:12 AM   #151
TGLS
 
Join Date: Jan 2014
Default Re: New perks

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Originally Posted by David Johnston2 View Post
Perhaps it will shine a different perspective on "Fated Mate" name when you know it comes from werewolf romance novels.
I mean given werewolves and the, uh, proclivities, of some writers, the non-straight angle seems more plausible.
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Old 11-23-2023, 01:34 PM   #152
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Join Date: Apr 2005
Default Re: New perks

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Originally Posted by Fred Brackin View Post
Shot Caller
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.
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Old 11-23-2023, 06:04 PM   #153
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Default Re: New perks

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.
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Old 11-23-2023, 08:05 PM   #154
Varyon
 
Join Date: Jun 2013
Default Re: New perks

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Originally Posted by Fred Brackin View Post
Shot Caller: This is a Rules Exemption Perk. As long as you are the one holding the ranged weapon no shot can be declared impossible due to the weapons innate ACC or even intervening conditions. You still need the Skill (and/or Luck) to make the shot but your precognition shows you how to exceed any normal limits.
I'm not entirely clear on how this works from the description. The only shots GURPS deems impossible are those where skill drops below 3 (and thus you aren't allowed to roll), the effective range exceeds your weapon's maximum range, or there's a barrier in the way that your weapon is unable to penetrate. The first one obviously isn't covered here (you note the character still needs to have the skill to make the shot), and both "increases Max to infinity" and "gives an infinite armor divisor against Cover DR" are obviously too powerful. Does the Perk just negate the optional Minute of Arc rules from Tactical Shooting? The fact you peg it as a Rules Exemption makes it sound that way, but the description sounds like it goes further...

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Originally Posted by Donny Brook View Post
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.
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).
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Old 11-23-2023, 08:43 PM   #155
SilvercatMoonpaw
 
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Default Re: New perks

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Originally Posted by Varyon View Post
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).
Maybe it only works on trivial games: if there are any stakes, it doesn't work. Good for a "impressed" Reaction bonus against players of said game.

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.
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Old 11-23-2023, 08:47 PM   #156
Fred Brackin
 
Join Date: Aug 2007
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Originally Posted by Varyon View Post
I'm not entirely clear on how this works from the description. Does the Perk just negate the optional Minute of Arc rules from Tactical Shooting? The fact you peg it as a Rules Exemption makes it sound that way, but the description sounds like it goes further...

.
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).
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Old 11-23-2023, 10:06 PM   #157
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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.
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Old 11-24-2023, 12:05 AM   #158
Harald387
 
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Default Re: New perks

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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.
"We have a problem."

"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."
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Old 11-24-2023, 07:07 AM   #159
Anaraxes
 
Join Date: Sep 2007
Default Re: New perks

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Originally Posted by Varyon View Post
(you note the character still needs to have the skill to make the shot)
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.)
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Old 11-24-2023, 10:56 AM   #160
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"I JUST DO OKAY."
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].
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