New Perks

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What makes a character manly is the ability to survive situations where it is ALMOST impossible to live through.



Fast Talker: REQs LVL 9 INT 6 SPCH 80% A combination of talking speedily and saying the right things allow your character to convince laymen that you possess credentials of some sort.
Bouncers at the door wont let you in. HAH Im an electrician here to help with the lighting. Guards at the door dont believe you should be let into the compound, but Im a scientist I work here.


Desperate Act: LVL 21 STR 8 END 8 A combination of pain tolerance, high damage threshhold, and grit determination allows your character to make one final action after a death blow assuming he/she makes a luck role. (luck X 5 percent chance of working)

Ha you might have sent me to Hell, but IM TAKING YOU WITH ME!!!!!
Or maybe just a chance to survive against all odds.


Dramatic Death: LVL 24 LCK 8 Your character may only go out in a blaze of glory; normal hits are just unworthy to kill the character. Your character still takes damage from normal hits but can no longer be killed by them. The penalty, however, is that you take x10 damage from critical hits.
Ha you didnt kill me with all your assualt rifles shooting me like mad for a whole round; it took that guy with a vindicator who hit me for 6,000 damage to kill me.

Desert Warrior: LVL 12 END 6 OUT 100% Your character has adapted to life in the desert and as such has an inherent advantadge while fighting there. (20% sneak bonus, +1 inherent bonus to perception, +5 bonus to damage while in desert terrain. Also could make the character require less food/water if such things were implemented.)
("Here on Arrakis we need Desert Power" Duke Leto Atreides)

Also on a side note I always felt that outdoorsman should have more use to it than just avoiding random encounters. Like maybe have a surprise attack on enemies, combat round free of returning fire because enemy was surprised. I mean since weather modifiers aren't really implemented, outdoorsman is just how skillful you are at avoiding encounters; that just seems to defeat the concept of the manly ranger character type. The guy who lives off the land, at home in his element, and shrugs off rain, snow, and desert heat.

(With respect to White Wolf's Adventure RPG, part of the Trinity Series for some of the ideas)
 
Those perks look a little overpowered but i do agree about the outdoorsman skill. Actually, a loooooooooong time ago, i posted something similar that outdoorsman should give you some chance off ambushing your opponents.

JR

Nunc ut nunquam
 
>What makes a character manly is
>the ability to survive situations
>where it is ALMOST impossible
>to live through.
>
>
>
>Fast Talker: REQs LVL 9
>INT 6 SPCH 80%
>A combination of talking speedily
>and saying the right things
>allow your character to convince
>laymen that you possess credentials
>of some sort.
> Bouncers at the
>door wont let you in.
>HAH Im an electrician here
>to help with the lighting.
>Guards at the door dont
>believe you should be let
>into the compound, but Im
>a scientist I work here.
>

A character with a sufficently high Speech skill already has this option, if the encounter designer wrote it into the script. If not, then the perk is useless.

>
>Desperate Act: LVL 21 STR 8
>END 8
>A combination of pain tolerance,
>high damage threshhold, and grit
>determination allows your character to
>make one final action after
>a death blow assuming he/she
>makes a luck role. (luck
>X 5 percent chance of
>working)
>
>Ha you might have sent me
>to Hell, but IM TAKING
>YOU WITH ME!!!!!
>Or maybe just a chance to
>survive against all odds.
>

What's the point? If your character dies, you just reload and try something else. BTW, shouldn't PCs have the same sort of dramatic death animation the bosses get? The Death Screen ("you
have died...") just doesn't cut it, says I.

>
>Dramatic Death: LVL 24 LCK 8
> Your character may
>only go out in a
>blaze of glory; normal hits
>are just unworthy to kill
>the character. Your character
>still takes damage from normal
>hits but can no longer
>be killed by them.
>The penalty, however, is that
>you take x10 damage from
>critical hits.
> Ha you didnt
>kill me with all your
>assualt rifles shooting me like
>mad for a whole round;
>it took that guy with
>a vindicator who hit me
>for 6,000 damage to kill
>me.
>

By the time you hit level 24, you should be armored up to the point that nothing BUT a critical can harm you. And since there's about a 1 in 20 chance of ANY attack scoring a critical, this will actually increase PC mortality.

>
>Desert Warrior: LVL 12 END
>6 OUT 100%
> Your character has adapted
>to life in the desert
>and as such has an
>inherent advantadge while fighting there.
> (20% sneak bonus, +1
>inherent bonus to perception, +5
>bonus to damage while in
>desert terrain. Also could make
>the character require less food/water
>if such things were implemented.)
>
>("Here on Arrakis we need Desert
>Power" Duke Leto Atreides)
>
>Also on a side note I
>always felt that outdoorsman should
>have more use to it
>than just avoiding random encounters.
> Like maybe have a
>surprise attack on enemies, combat
>round free of returning fire
>because enemy was surprised.
>I mean since weather modifiers
>aren't really implemented, outdoorsman is
>just how skillful you are
>at avoiding encounters; that just
>seems to defeat the concept
>of the manly ranger character
>type. The guy who
>lives off the land, at
>home in his element, and
>shrugs off rain, snow, and
>desert heat.
>

And will there also be separate Mountain, Forest and Urban Warrior perks? A well rounded survivor is equally at home everywhere. I do agree that you should be able to ambush people if you make a successful Outdoorsman roll. Perhaps as an additional option (Attack-Encounter-Avoid), with Attack taking you immediately into combat and Encounter offering a chance for peaceful contact.

Mind you, I'm not saying you don't have some valid points here, I just question whether the Perk system is the way to address them. In my opinion, Perks should be more than just another way to jack up stats and skills. They should give you special abilities that skills don't address. My favorite example is Gecko Skinning. It lets you do something that an ordinary skill roll doesn't provide for. A couple more possibilities are Armorer, which would allow you to upgrade your own weapons, and Chemist, which would let you make drugs the way Myron does.
 
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