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Old 12-31-2023, 08:01 PM   #181
pawsplay
 
Join Date: Sep 2007
Default Re: New perks

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Originally Posted by Pursuivant View Post
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.
Why would anyone ever take or use that?
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Old 12-31-2023, 08:31 PM   #182
Fred Brackin
 
Join Date: Aug 2007
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?

.
In 3e there unequivocally was. From the beginning a weapon Enchanted with Quick draw never became Unready. Later, Graceful Weapon provided the "never Unready" part without drawing itself. There were also ST levels where you didn't have to re-Ready weapons after attacking with them.

4e weakened distinctions about Ready/Unready and Parry U is this weird thing where your weapon doesn't become "Unready", it just can't be used to Parry after attacking.

Eventually Kromm just said to use the 3e Enchntments to fix Parry U.
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Old 12-31-2023, 08:39 PM   #183
David Johnston2
 
Join Date: Dec 2007
Default Re: New perks

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Originally Posted by Astromancer View Post

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.
I don't see any reason why the perk would be lost with new people who have never heard of you.
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Old 12-31-2023, 09:33 PM   #184
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Default Re: New perks

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Originally Posted by David Johnston2 View Post
I don't see any reason why the perk would be lost with new people who have never heard of you.
Valid, both gaining a reputation, with or without that being the intention, would cancel the Perk.
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Old 01-12-2024, 01:05 PM   #185
David Johnston2
 
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Default Re: New perks

Signature Compass: With a second's concentration, the person with this perk knows the direction of their Signature Gear.
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Old 04-26-2024, 03:54 PM   #186
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Join Date: Apr 2024
Default Re: New perks

Speed Boost! [Perk] Altered Time Rate 1 [100], Costs FP (20 FP) [-100%], Nuisance Effect (Ravenous Hunger) [-5%], Nuisance Effect (Parched) [-5%], Smaller Duration (10 seconds, not a minute of activation time) [-40%] This is perk level Altered Time Rate. You basically get 10 seconds to finish your enemies, or else you pass out and if you wake up, you need food and water immediately. IT COSTS 20 FP for the reason of forcing you on the brink of exhaustion after you finish your speed boost. If you have sufficient FP, you may keep going with your speed boost by spending 10 FP per extra 10 seconds, and because it spends the FP after you finish the 10 seconds, you may have 12 FP, use 20 FP putting you at -8, then succeed your HT roll to stay conscious, and spend ANOTHER 10 FP to speed boost, and then automatically pass out afterwards as you'd have -1xFP.
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Old 04-26-2024, 06:46 PM   #187
Pursuivant
 
Join Date: Apr 2005
Default Re: New perks

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Originally Posted by BiznessCrafter View Post
Speed Boost! [Perk]
Allowing 10 seconds of ATR for one point seems potentially abusive, even if you pass out afterwards. As long as you kill your enemies, escape to safety or have allies to guard your body, it doesn't matter how long you're unconscious. There's a reason that the value of all limitations can only give a maximum -80% point reduction.

OTOH, only allowing the speed boost for one second, only allowing it vs. a rarely encountered type of foe or under rare circumstances (e.g., by the light of the full moon), converting that FP loss to HP loss (putting an average human at -HP and requiring a roll to avoid Death) or two or more of the above might nerf the power to the point that it's a reasonable perk.

A reworked version of this idea could be a really fun "finishing attack" for the right sort of character, although it's the sort of perk that the GM should think about very carefully before they allow a PC to have it.

Last edited by Pursuivant; 04-26-2024 at 06:52 PM.
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Old 04-26-2024, 08:42 PM   #188
pawsplay
 
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Default Re: New perks

Yeah, I think that's more in the "super powers that cost less than 10 points" category than a Perk.
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Old 04-26-2024, 09:04 PM   #189
Varyon
 
Join Date: Jun 2013
Default Re: New perks

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Originally Posted by BiznessCrafter View Post
Speed Boost! [Perk] Altered Time Rate 1 [100], Costs FP (20 FP) [-100%], Nuisance Effect (Ravenous Hunger) [-5%], Nuisance Effect (Parched) [-5%], Smaller Duration (10 seconds, not a minute of activation time) [-40%] This is perk level Altered Time Rate. You basically get 10 seconds to finish your enemies, or else you pass out and if you wake up, you need food and water immediately. IT COSTS 20 FP for the reason of forcing you on the brink of exhaustion after you finish your speed boost. If you have sufficient FP, you may keep going with your speed boost by spending 10 FP per extra 10 seconds, and because it spends the FP after you finish the 10 seconds, you may have 12 FP, use 20 FP putting you at -8, then succeed your HT roll to stay conscious, and spend ANOTHER 10 FP to speed boost, and then automatically pass out afterwards as you'd have -1xFP.
This would render most characters useless as soon as they use it - Costs FP isn't something you pay after the first minute (10 seconds in this case), it's something you pay immediately and then it lasts for a minute (10 seconds in this case). Paying after the fact is instead Backlash, and is worth half as much as a Limitation, so -50% here. At net -100%, a Perk is probably too low of a cost (it was potentially justifiable at -150%*). You might be able to get it back down by tossing Hazard onto some of the FP cost to make it count as starvation or dehydration in place of those Nuisance Effects.

*An idea I've had in the past is to make the -80% not be a hard cap. Instead, for abilities with net Limitations beyond -80%, you reduce them to 1/5 cost and add +80%; the remaining Limitation applies to the 1/5 cost. So in this case, at -150% you're looking at dropping to [20] initially with -70% left over, which in turn becomes [7] (at -100%, you're instead looking at . Turning something worth [100] would thus require -235% net Limitation.
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Old 04-27-2024, 09:27 AM   #190
Donny Brook
 
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Default Re: New perks

I think Cosmic (Rule-exemption: no Limitation cap)( +50%) is a legit option.

Note that in Power-ups: Limitations, the author suggests the -80% limitation is within GM discretion to vary if s/he thinks the result is still reasonable.
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