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#691 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Because it's doesn't perform any of the normal functions of an arm and uses rules which arms don't. You could invent a new enhancement to let arms work as lariats and then add loads of limitations to stop them working as arms, but I felt it was simpler to just write a whole new advantage.
Given that lariats are some of the least effective weapons in GURPS and with the added disadvantages that you can't let go if your target starts dragging you around and you take damage if they cut themselves free I felt it was justificable to make it a perk. |
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#692 |
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Join Date: Oct 2009
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Personal Snake Oil: You swear by one unusual practice as a universal cure-all, and for you it seems to work! When under the influence of this remedy, you gain +1 to all HT rolls! Examples of Snake Oil choices:
Eats Raw Garlic with every meal. Only drinks from a special cup. Always sleeps on a hard surface. Many others would work. NOTE: Without the HT roll bonus, this makes a great Quirk-level Delusion.
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#693 | |
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Join Date: Oct 2007
Location: Vermont
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I'd make it +2 but limit it to one type of Ht Roll. Frex, Eating Raw Garlic give +2 to rolls to resist Disease and Illness, Sleeping on a hard surface Gives +2 to rolls to recover from injury, etc....
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My ongoing thread of GURPS versions of DC Comics characters. |
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#694 |
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Join Date: Jan 2008
Location: The Wasteland
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Magical Maximum (College Type) [1]
Your magical effects always have the maximum duration, when it's something you have to roll for - for exemplie, as is Continual Light spell. (A PC with this perk would have his magical effect always last for 12 days, instead rolling 2d days).
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Brazilian Vault Dweller, Wanderer and Chosen One. (Feel free to correct my english grammar!) |
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#695 | |
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Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Link for my DF Campaign Game: http://www.obsidianportal.com/campaigns/panorica |
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#696 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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I was actually going to say the opposite -- it seems a bit weak given how few spells use a die roll for duration. I haven't gone through and counted the actual number, but Continual Light is the only one that even comes to mind.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#697 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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It would also effect Glow, Gloom, Continual Mage Light, Continual Sunlight, but they're ALL Light and Darkness spells. I don't think there's any others outside this College. So I think it's okay for 1 point as it amounts to solid reliability and only having to cast these spells about 60% as often. As it only applies to Light and Darkness spells, I'd rename it something light and darkness-themed to make it sound snazzier, but otherwise I think it's fine. |
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#698 | ||
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Join Date: Jan 2008
Location: The Wasteland
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Quote:
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Something as... Sure Light [1] Your magical effects always have the maximum duration, when it's something you have to roll for - for exemple, as is Continual Light spell. (A PC with this perk would have his magical effect always last for 12 days, instead rolling 2d days).
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Brazilian Vault Dweller, Wanderer and Chosen One. (Feel free to correct my english grammar!) |
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#699 |
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Banned
Join Date: Apr 2008
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#700 |
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Join Date: Jan 2008
Location: The Wasteland
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-Elixir (choose one) Specialist
Choose one type of elixir from Potion, Powder, Pastille or Ointment. Every elixir you make at this form gets the maximum duration - eg. 2d minutes becomes 12 minutes. Note that sometimes the benefit is null (an instant Death elixir remains unchanged, as a one-hour Hatred elixir). Write as Potion Specialist, Powder Specialist, etc. -Category Mastery (choose one) Choose one category of elixir from Animal Control, Combat Abilities, Hostile Elixirs, Magical Abilities, Medical Elixirs, Mental Abilities, Mental Control, Skills or Physical Abilities. You have a +1 when producing elixir from chosen category. Write as Hostile Elixirs Mastery, Animal Control Elixir Mastery, etc. -Steadfast (choose one) elixir Choose one elixir. When you make this elixir, you get one random roll at maximum, excluding damage. You could produce a Healing elixir that always cures 6 HP instead 1d HP, or a elixir of Attractiveness that last 13 hours, instead 2d+1 hours, or a Battle elixir that always adds 6 to DX, instead 1d to DX, etc. Write as Steadfast Healing elixir, or Steadfast Attractiveness Elixir, or Steadfast Battle Elixir, etc. -Fast Draw Adaptation <weapon type> You CAN Fast Draw a type of weapon normally not allowed to use the skill with; for instance, an Axe.
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Brazilian Vault Dweller, Wanderer and Chosen One. (Feel free to correct my english grammar!) |
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| Tags |
| house rules, perks |
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