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Old 12-24-2023, 07:03 PM   #171
RyanW
 
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Default Re: New perks

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Originally Posted by Bicorn View Post
Yeah, no. A perk can't just give a universal bonus to a skill; it needs to be limited in some way. Just having a prerequisite is not a limitation.
Great Body, I would replace with Classic Features: Hunk/Amazon. The Tactics one, I might counteroffer with:

Have a plan to kill everyone you meet
When making Tactics/Strategy rolls to deal with a foe you were aware of but did not expect to have to fight, you never suffer penalties for not having sufficient time to come up with a plan.
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Old 12-24-2023, 11:33 PM   #172
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Default Re: New perks

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Originally Posted by RyanW View Post
Have a plan to kill everyone you meet
When making Tactics/Strategy rolls to deal with a foe you were aware of but did not expect to have to fight, you never suffer penalties for not having sufficient time to come up with a plan.
That looks good. Of course, its usefulness depends on whether the GM would normally bother to give penalties for unplanned fights.
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Old 12-26-2023, 11:27 PM   #173
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Default Re: New perks

Irrelevant Background: Sure, you were abducted by aliens who downloaded advanced knowledge into your brain as an experiment before releasing you into 1950's Fresno. But the knowledge they gave you was, effectively, a doctorate in TL 7 mechanical engineering. Yes, it's an impressive skill, but anyone else could have gotten it the regular way.

Remarkable Feature: You have peculiar facial features, hair, or posture which is difficult for makeup or costumes to replicate. People who know you well have +1 to determine if someone is impersonating you if recognizing the feature would plausibly help.

Cuppa: Provided some amount of some approximation of tea, you can make a serviceable cup without any apparent resources or heat source.
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Old 12-27-2023, 01:19 AM   #174
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Default Re: New perks

Subculture Dress: You gain the benefits of Fashion Sense, but only when dealing with (and wearing the fashions of) one specific subculture. Define the subculture and rename the perk suitably. For example, Cool Leather Jacket for bikers.
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Old 12-29-2023, 11:17 AM   #175
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Default Re: New perks

Cosmically Cool
You can apply the benefits of one trait which gives a reaction bonus to one group which isn't normally affected by it, such as constructs, gods, non-sapient animals or utterly alien entities. You must specify the trait and the group affected when you buy this perk. You may rename it as appropriate, like "Sexy to Aliens" or "God-like Fashion Sense".

Effectively, it's a variant on "Good With X" but with the requirement that you buy a specific advantage and a cheap version of the Cosmic enhancement. It's effects are narrower in scope than the Universal enhancement to Appearance.

Impressive Item
You own one item which gives you a +1 bonus to Reaction rolls from one specific group of people when you carry, use or wear it. You must specify the object and the group when you buy this perk. You may rename it as appropriate, like "Power Suit" (e.g., a suit which elicits a +1 Reaction Bonus from high-status people) or "Mean-Looking Gun" (A pistol that gives +1 to reactions from people who use pistols professionally). It can be combined with other traits which affect a single item, such as Signature Gear or Weapon Bond. At the GM's option, it can be leveled, giving increased reaction bonuses.

Sort of like the Subculture Dress perk, above, but a bit more generic. It also allows otherwise low-cost items to give you the social benefits for one level of Styling without the extra expense. Good for people who gain favorable reactions based not on who they are, but what they're packing - like the One Ring, The Sword In The Stone, or The Elder Wand (from the Harry Potter Books).

Stay Apparatus
Your leg and body structure allows you to remain on your feet within minimal effort. As long as you remain relatively still, you don't lose any extra FP when standing on your feet for prolonged periods of time. You can also can sleep on your feet. You still fall down if knocked Unconscious, however, and must roll to avoid Knockdown normally if Shocked, Slammed or Stunned. Many animals have this perk.

Unhealing Attack
Wounds you inflict with one natural attack (e.g., bite, claws or striker) resist natural healing. Anyone who suffers injury from your attack must roll vs. HT-2 or suffer the effects of Slow Healing, but only to heal lost HP associated with that wound. Victims with Slow Healing heal the wound as if they had Very Slow Healing, while those with Very Slow Healing can’t heal it at all. Those with levels of Rapid Healing or Regeneration have their healing rate reduced by one step (e.g., Rapid Healing becomes normal healing). A critical failure means that the healing rate is reduced by two steps, to a minimum of Unhealing. When you buy this perk, you must specify some method of supernatural or superscience healing which allows the injury to heal at the normal rate. In any case, spells and powers which heal HP restore lost HP from the injury normally.

Last edited by Pursuivant; 12-29-2023 at 03:09 PM.
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Old 12-31-2023, 10:22 AM   #176
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Default Re: New perks

Perfect Date
When you have the opportunity to suggest a date or outing, you always pick something that sounds appealing. This is usually worth a +1 reaction in the right circumstances.


Belt-Tuck

Pick one Fast-Draw skill. Your weapon is always convenient to fast-draw, effectively, this is Accessory (holster).


Hack and Parry

Pick either Axe/Mace or Two-Handed Axe-Mace. Ignore U in the parry column when using this skill. Take this perk twice for both.


Iron Gale

Treat your ST as 1 higher for the purposes of whether a melee weapon becomes unready when you attack with it. Treat it as 2 higher if you attack with two hands.


Coyote Ugly

You can ignore up to 2 points of Appearance penalties to your Sex Appeal skill. It's up to you to create the opportunity, but if you can get close to someone, you can offer what's on their mind.


-Anizer

You are good at inventing things with an extremely specific focus: rayguns, unusual boomerangs, motorcycle accessories, etc. You get +2 on skill rolls related to inventing things of that nature, including gadgeteering rolls. Should it come up, you get +1 on relevant Weird Science rolls.
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Old 12-31-2023, 11:22 AM   #177
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Default Re: New perks

Underestimated

Basically, if they don't have any reason to think otherwise, you're underestimated. This has downsides, and in real life this would be a Quirk. However, in an adventure scenario, like RPGs this is an advantage.

Think of a ship's cook who happens to be a highly decorated combat veteran with a bad attitude towards authority. The average crook would assume he's a pushover because "he's just a cook." The brilliant academic who can't play the political games to gain tenure, the mousey young woman who is a brilliant performer, the teenager in the heavy metal band t-shirt who is an engineering genius, are all examples of this pattern.

This perk is about the advantage of surprise. Once the surprise happens a few times the perk will be lost. Similarly, in a very realistic campaign where this is a Quirk, it is also lost after a couple of surprise reveals. But the surprise reveals are less likely to happen.
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Old 12-31-2023, 01:31 PM   #178
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Default Re: New perks

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Originally Posted by pawsplay View Post

Hack and Parry

Pick either Axe/Mace or Two-Handed Axe-Mace. Ignore U in the parry column when using this skill. Take this perk twice for both.
This is too good for a Perk. This is something more like a Hard Technique that's built on Defensive Attack, with -4 to hit for +2 (or +1/die) to damage (negating the damage penalty), for [5] to buy it up to full (arguably [6] for Unique Technique, but I'd be inclined to ignore that). And like your Perk, as a Technique it would be per-skill (although unlike the Perk, it would be available to other skills).
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Old 12-31-2023, 03:29 PM   #179
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Default Re: New perks

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Originally Posted by Varyon View Post
This is too good for a Perk. This is something more like a Hard Technique that's built on Defensive Attack, with -4 to hit for +2 (or +1/die) to damage (negating the damage penalty), for [5] to buy it up to full (arguably [6] for Unique Technique, but I'd be inclined to ignore that). And like your Perk, as a Technique it would be per-skill (although unlike the Perk, it would be available to other skills).
Is it? Dungeon Fantasy RPG lets you eliminate the problem with cash. Dwarven-made. Is there an enchantment in Magic that does this, as well?

And as for the core book, the most efficient way of dealing with this problem is simply to choose a different weapon, or rely on a different method of defense. Your solution does not cost favorably compared to simply wearing heavy mail, or using a two-handed sword.

You could also wield two one-handed axes with this property, and take Off-Hand Weapon Training. Voila. Or save your point and fight axe and main-gauche.

Like many Perks, this exists simply to allow a character to do something in a certain way, that most characters do effortlessly in a standard way.
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Old 12-31-2023, 05:11 PM   #180
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Join Date: Apr 2005
Default Re: New perks

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Originally Posted by pawsplay View Post
Is it? Dungeon Fantasy RPG lets you eliminate the problem with cash. Dwarven-made. Is there an enchantment in Magic that does this, as well?
There are also a number of Power Ups in Dungeon Fantasy which are actually Techniques purchased at the one point level.

A compromise might be to allow an Axe/Mace or Two-Handed Axe/Mace parry following an attack at -3 to Parry.
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