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#1 |
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Join Date: May 2016
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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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#2 |
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Join Date: Oct 2007
Location: Vermont
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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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My ongoing thread of GURPS versions of DC Comics characters. |
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#3 |
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Join Date: Nov 2004
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#4 | |
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Join Date: Oct 2007
Location: Vermont
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Quote:
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.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
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#5 |
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Join Date: Jun 2013
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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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#6 |
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Join Date: Mar 2014
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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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#7 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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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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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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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| Tags |
| accessories, accessory, perk |
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