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Old 06-03-2016, 07:22 AM   #1
Tallor
 
Join Date: May 2016
Default Very Short Note On Accessories

I think the Accessory perk is massively underrated, especially for weird monsters.

Need a tiny lantern archon? Lantern perk.

A "craftsman's assistant" wood golem? Wood saw perk.

Clockwork creature with lots of doodads? All the tool perks, plus a somewhat reliable Clock perk.

What do you think? :)
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Old 06-03-2016, 10:34 AM   #2
aesir23
 
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Default Re: Very Short Note On Accessories

Don't underestimate:

Cosmic Modular Ability (1 Point; Trait Limited: Accessory Perks) [5]

This is what I'd give to the clockwork creature above.
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Old 06-03-2016, 11:49 AM   #3
Dalillama
 
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Default Re: Very Short Note On Accessories

Quote:
Originally Posted by aesir23 View Post
Don't underestimate:

Cosmic Modular Ability (1 Point; Trait Limited: Accessory Perks) [5]

This is what I'd give to the clockwork creature above.
I'd probably give it 2 points worth, in case you need more than one tool at a time.
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Old 06-03-2016, 11:54 AM   #4
Varyon
 
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Default Re: Very Short Note On Accessories

Quote:
Originally Posted by aesir23 View Post
Don't underestimate:

Cosmic Modular Ability (1 Point; Trait Limited: Accessory Perks) [5]

This is what I'd give to the clockwork creature above.
As an aside, I never considered it before, but that's a pretty decent justification for GURPS' "5 is All" mentality regarding Traits (for a large number of traits, paying 5x as much gets you all versions of it - Off-Hand Training vs Ambidexterity as an example).
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Old 06-03-2016, 11:56 AM   #5
aesir23
 
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Default Re: Very Short Note On Accessories

Quote:
Originally Posted by Dalillama View Post
I'd probably give it 2 points worth, in case you need more than one tool at a time.
You could do that sure.

I'd probably just pick one or two that I might need to use with other tools (flashlight, FREX) and buy those as a separate Accessory Perk.

It only takes a ready maneuver to switch modules, after all.
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Old 06-03-2016, 01:33 PM   #6
Andreas
 
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Default Re: Very Short Note On Accessories

Quote:
Originally Posted by aesir23 View Post
Don't underestimate:

Cosmic Modular Ability (1 Point; Trait Limited: Accessory Perks) [5]

This is what I'd give to the clockwork creature above.
Accessory Perks are physical advantages which means that you would need the +50% Physical enhancement, so the cost would be 10 points.
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Old 06-03-2016, 01:57 PM   #7
PK
 
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Default Re: Very Short Note On Accessories

In a cinematic game, I'd be okay with the concept of a wildcard perk here: Accessory (Toolkit!) [3]. There's enough potential for abuse that I wouldn't open up the idea without restriction, but it's a fair cost (IMO) for this particular case.
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Old 06-03-2016, 03:16 PM   #8
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Default Re: Very Short Note On Accessories

I think of the Accessory perk as really just a hybrid of Signature Gear and Payload; my base rule of thumb would be '25% of starting wealth and 10% of BL', as that's half a point of signature gear and half a point of Payload with 'One Item Only, -50%'.
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