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Old 05-06-2024, 07:57 PM   #201
Pursuivant
 
Join Date: Apr 2005
Default Re: New perks

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Originally Posted by Anders View Post
Perfect Comeback
And if you want game mechanics for it, say that it gives a +2 bonus to Fast Talk, but only to counter insults.
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Old 07-20-2024, 07:51 AM   #202
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: New perks

Improvised Buckler: You can treat any improvised weapon with a large and flat striking surface (such as a frypan or broom) as a DB 0 buckler. It takes a Ready maneuver to switch grip between holding it as a buckler and holding it as a weapon. Form Mastery, if taken, provides the usual benefits.

Run, Gun, and Hide: You may attempt to Disappear (Action Exploits p37) by taking a Move & Attack (instead of a Move) maneuver as long as you enter cover more than 4 yards away from where you attacked. Your Vanish attempt does not take the additional -2 penalty for DX rolls made during a Move & Attack.

Large and In Charge: You must have SM +1 or more to take this perk. You never suffer the SM based penalty to Intimidation for intimidating someone with a higher SM than you, and someone with a higher SM than you never gets the SM based bonus to Intimidate when intimidating you.

Larger and Charger: You must have SM +1 or more to take this perk. You know some tricks to chase down smaller prey. When you make a slam attack against a foe with an SM lower than yours, you can take an additional -2 penalty to hit in order to attempt a slam when you are adjacent to your foe without needing to enter the hex.
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Old 09-17-2024, 12:22 PM   #203
David Johnston2
 
Join Date: Dec 2007
Default Re: New perks

Familiar Face: Anyone who sees you has the uncanny feeling that they know you. They will be very suggestible to suggestions that you are someone famous, powerful, or someone who had personal ties to them in the past although not any real person whose face they clearly remember.
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Old 09-18-2024, 10:44 AM   #204
Eric Funk
 
Join Date: Oct 2005
Location: Earth
Default Re: New perks

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Originally Posted by Flyndaran View Post
Easier to be healed/repaired.

Anyone attempting to heal/repair you gets a bonus to their respective skill to do so.

How much bonus makes sense, +1 or +2?
I think no more than +1 if that would include all magicks such as de-cursing, clearing one's head, etc.

Note this is a corollary to one of the main uses of other players having the "Team Player" Advantage which gives +1 to all rolls to help teammates... (and a handy medic/tech/mage would have a Talent which would give +1 t or more to their rolls in addition...)
:)
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Old 09-18-2024, 10:54 AM   #205
Eric Funk
 
Join Date: Oct 2005
Location: Earth
Default Re: New perks

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Originally Posted by PTTG View Post
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.
To me this feels more like a Quirk than a Perk. Unless such abductions were really common you would have been brought to a military base, probed by your government until they are bored with you, and you are likely on a watch list after that with them checking up on you infrequently in case you disappear again. If you do anything "Adventury" they might pay a house call... It is possible they might arrange a job for you to keep probing your "knowledge" and put it to use for a non-secret government project. At that having your mind invaded wouild also likely preclude you getting most government clearances... Another Quirk? : )

Quirk: Mind-probed
You received a mind probe/mind control incident in the past by a hostile power so Big Brother does not trust you anymore. You cannot achieve any more than the lowest security clearnances (which may also limit Rank).
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Old 09-19-2024, 08:40 AM   #206
PTTG
 
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Join Date: Feb 2011
Default Re: New perks

That would be a good argument for "Secret." But as for the perk, I saw it manly as a perk level unusual background.
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Old 09-19-2024, 09:18 AM   #207
Varyon
 
Join Date: Jun 2013
Default Re: New perks

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Originally Posted by PTTG View Post
That would be a good argument for "Secret." But as for the perk, I saw it manly as a perk level unusual background.
Unusual Background lets you have traits/items that aren't normally available in the campaign, but the description here is that it gives you access to something that is normally available, you just got there a different way than normal.

Of course, depending on the GM, this may still have utility. A GM might require a more in-depth treatment of skills and traits to mesh with a character's backstory than usual. So someone with the equivalent of a PhD would need to have Area Knowledge for the college(s) they went to in addition to adhering to a general "College-Educated" metatrait (which that Area Knowledge could certainly be part of, in addition to skills like Research, Hobby Skill (Testing*), etc) and probably not being allowed to have certain Disadvantages (Illiteracy and Innumerate come to mind), and this Perk could allow you to bypass those restrictions. So if you want a character who has spent basically their entire life - from childhood on - living on the streets, but who also has expert-level knowledge in some field that normally calls for advanced education (engineering, medicine, etc), a Perk like this could work well for you.

*I don't have Social Engineering: Back to School to see if something like this is in there (I don't see anything like this in the index), but test-taking kinda is its own skill. Knowledge of the subject matter is certainly important, particularly for well-made tests, but lack of that skill can be damaging. Offhand, I'd say that taking a typical exam requires a roll against the skill (or its default for those who lack it), automatically using it as a complementary skill roll.
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Old 09-19-2024, 01:01 PM   #208
malloyd
 
Join Date: Jun 2006
Default Re: New perks

Quote:
Originally Posted by Eric Funk View Post
Quirk: Mind-probed
You received a mind probe/mind control incident in the past by a hostile power so Big Brother does not trust you anymore. You cannot achieve any more than the lowest security clearnances (which may also limit Rank).
I think that's a separate trait. And arguably a feature as a Taboo Trait, though it might be an important enough of one to rate a quirk assuming you have no other particular disqualifications. It's a more generic one than having been mind probed too. Your ex-girlfriend is a known spy, or that time you got passed out drunk on liberty in Freedonia and vanished for 24 hours until your ship got notified to pick you up from the drunk tank across the street from the Ministry of Freedom and Virtue...
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