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#921 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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A perk is Not Enough to get a spell to work in a no-mana zone. The perk for low mana ... maybe.
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#923 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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How about Mana Enhancer (One Spell, Recover Energy, -80%)[10] -- not by any means a Perk, and probably requires a fair sized Unusual Background.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#924 |
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Banned
Join Date: Apr 2008
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Conceptually, depending on what you think mana 'is', you could recharge while in a no-mana zone by having a non-mana dependent power that lets you reach mana someplace else. Or use Create (Mana). As long as the Power Modifier is not related to mana.
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#925 |
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Join Date: Jun 2006
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Or you could just spend 5 points and buy Fit.
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-- MA Lloyd |
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#926 |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Fit doesn't work with Magical/Psi FP recovery.
Now, a couple point Energy Reserve OTOH is a good deal as it effectively doubles the recovery rate of the first few points of FP and gives you some more Energy to cast spells with.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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#927 |
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Banned
Join Date: Apr 2008
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Immune to Feints - penalties that would acrue against the character due to a successful Feint maneuver by an opponent do not apply.
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#928 |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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In what world is that a perk? Seriously? *Possibly* '+2 on the quick contest to defend against a Feint', but even that might be too good.
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#929 | |
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Join Date: Jun 2006
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Quote:
While resisting feints isn't exactly a major component of weapon skill, it's not a trivial one, and probably no smaller subset than some techniques, so 1 point per +1 to the contest/reduction of your opponent's success margin is about as cheap as I'd consider going.
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-- MA Lloyd |
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#930 |
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Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Pet Peeve -- Similar to Higher Purpose, but with a much narrower goal. You have some minor bugaboo, such as the correct usage of an obscure word, the proper knot of a tie, or a hated familial nickname. In a situation where your peeve is relevant, you get +1 to appropraite skill rolls (such as to Public Speaking for a debate where you can nail your opponent on improper semantics.)
Very occasionally, this may prove to be useful in a more typical "adventuring" context, by initiating a burst of rage that applies the bonus to the next violent action taken. ("Don't call me Junior!") This can be called on no more than once per adventure, and possibly less frequently at the GM's discretion.
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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