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#481 | |
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Banned
Join Date: Apr 2008
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Quote:
"3 dressed up as a 9". |
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#482 | |
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Join Date: Apr 2005
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The perk began as Quiet Typing, but grew from there. It also spent some time as Quiet (Skill), but I was afraid that would make Stealth even more powerful. Attendent Default Modifiers (Skill) According to the RAW, bonuses given to skills from advantages i. e. Voice, or Talent, have no effect on default skills. This perk revokes that rule for the given skill. I.E. If you want to use your Psychology default when using criminology, Empathy and Healing offer their bonuses, but Low Empathy will give it -3.
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Steal Energy- giving Dungeon Fantasy wizards a pretext to learn healing magic since 2004. Last edited by Sense of Duty (Kittens); 10-05-2009 at 12:25 PM. |
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#483 |
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Banned
Join Date: Jun 2005
Location: Bristol
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Alien race perk
Change hair and eye colour, takes 1d6 minutes to happen. Side note, colour may change if the character's mood changes. |
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#484 | ||
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Join Date: Jul 2007
Location: Hong Kong
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Quote:
Quote:
As an example, "I" am a member in good standing at The Drones, as were my father and grandfather before me, and I may drop by any evening I wish. I am always assured of a wonderful meal -- though the chef seems a bit too fond of those demmed Frenchie sauces -- and I can almost certainly find a game of cards in on which I may sit. I can even have rooms set aside for me, though Barkley requests that such desires are intimated at least three hours in advance, to assure they will be up to standards -- and if I wish to keep rooms for some duration, I will no doubt be asked to make arrangements through my solicitor to handle such details as are beneath me. Now, that means the PC can eat for "free" -- he pays membership dues, which are part of his Cost of Living -- and even have a meeting room or "hotel room" for no charge, but if he wants to stay there for more than a couple days, he's going to need to pay out more quid (up his CoL). But all this is only in London, not New York, or Paris, or Vienna, or Rome, or... well, you get the idea. Then again, why on Earth would you want to leave London?
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The unique and supreme delight lies in the certainty of doing evil, and men and women know from birth that all pleasure lies in evil. - Beaudelaire |
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#485 |
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Join Date: Oct 2007
Location: Vermont
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I'd say yes. It's almost certainly no more advantageous than 1 point in Independent Income.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#486 |
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Banned
Join Date: Apr 2008
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I apologize if this duplicates something already out there ...
Custom Rig - The character has carry-equipment that makes it possible to Fast-draw a weapon that normally cannot be fast-drawn. (E.g. an under-arm sling for a spear or rifle, or a breakaway holster for an axe, etc.) Subject to GM approval. ("Sorry, no Pikes.") |
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#487 |
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Banned
Join Date: Oct 2007
Location: Europe
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The character who would have this Perk, if she was written up as a GURPS character[1], is up against some very nasty people. They deserve it.
[1] Most of the characters that I dream up would not work, in a four-dimensional sense of the word, as GURPS characters. This one is a rare exception. She is capabilitistically special, of course (I hate boring characters), but in ways that GURPS can handle. |
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#488 |
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Banned
Join Date: Oct 2007
Location: Europe
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This one I'm not sure about. I'm thinking about including it as a Wealth ability in Modern Action RPG, but not sure. It might work well as a GURPS Perk, but I'm not sure about that either:
Well Supplied, Perk (non-stackable) Whatever you have in supply at home, you have it in large amounts. Clean clothes, dry towels, toilet paper, garbage sacks. You habitually make sure to buy supples well before you run out, limited only by your personal Wealth level. I have a little bit of that myself, subject to economics and storage space (I live in a tiny apartment), but I never run out of toilet paper, and I've basically devoted 1/3 of my freezer to bread (I dislike running out of bread). The main problem is the question or whether such an ability is sufficiently useful to be worth actual character creation ressource, e.g. 1 CP in GURPS. It make the character a borderline survivalist, and if the description is worded strongly enough, the GM can't even hit the character with running out of gas on the road, because the character has a tiny can of petrol in the car's trunk (sufficient for a few miles, at least), and more petrol at home in case enemies pollutes or drain his car's tank. Always enough food to feed a dozen unexpected guests for a week, without needing to leave the house (e.g. if the cops are staking him out), and enough clean towels to impress alien hitchhikers.. I think the main problem is that it doesn't affect adventuring supplies. The character must still buy gun ammo, and grenades and so forth, unless he has some other ability that specifically gives him a free limited or even unlimited supply of this (e.g. Expendable Signature Gear from GURPS Supers). The Well Supplied Perk doesn't affect such things, only ordinary domestic supplies. So, is it worth it, in a typical campaign, meaning a slightly GURPS Action'ish one, where the focus is on realistic action-adventure? |
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#489 |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Sounds like a good perk in my ears.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#490 |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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| Tags |
| house rules, perks |
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