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#181 |
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Join Date: Sep 2007
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Why would anyone ever take or use that?
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#182 | |
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Join Date: Aug 2007
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Quote:
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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Fred Brackin |
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#183 | |
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Join Date: Dec 2007
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Quote:
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#184 |
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Join Date: Jul 2007
Location: West Virginia
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Valid, both gaining a reputation, with or without that being the intention, would cancel the Perk.
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Per Ardua Per Astra! Ancora Imparo |
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#185 |
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Join Date: Dec 2007
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Signature Compass: With a second's concentration, the person with this perk knows the direction of their Signature Gear.
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#186 |
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Join Date: Apr 2024
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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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#187 |
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Join Date: Apr 2005
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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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#188 |
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Join Date: Sep 2007
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Yeah, I think that's more in the "super powers that cost less than 10 points" category than a Perk.
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#189 | |
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Join Date: Jun 2013
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*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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GURPS Overhaul |
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#190 |
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Join Date: Aug 2014
Location: Snoopy's basement
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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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