New Advantages

I think this post is going to be mostly useless for anyone not personally playing in my campaign, since the costs of these advantages don't 100% follow the guidelines for GURPS. Still they maybe useful as ideas. Universal Dual Wielding is the best example as it should cost a lot more to do what it does.

New Advantages

Unarmed Master [15]: Your unarmed attacks are considered weapons for striking and parrying. The restrictions in Hurting Yourself (Exploits, p. 40) don’t apply to you – enemies don’t get free attacks on you when they parry your limbs and can’t shift attacks to your limbs when you fail a parry, and you won’t injure yourself against high DR. Attacks targeting your limbs can still injure them normally. In addition, all your unarmed attacks deal Crushing or Piercing Damage, and they deal damage equal to your Swing damage not your Thrust.

 

Protagonist's Luck (0+15/level)

Once per scene you may spent a Fatigue Point to accomplish the following feats:

  • Lucky Break: Reroll any dice roll related to you 3 times and choose the result you want.
  • Roll Bonus: Before you roll, you may add +2 per point (up to +10) to the roll.
  • Celerity: Get an additional attack on your next maneuver or an additional unpenalized defense.
  • Player Guidance: Add a plausible element to the scene or game world. He may only do so immediately after making a success roll and obtaining a success or a critical success, or in a situation that didn’t call for a roll in the first place.
  • Flesh Wounds: Take just 1hp of damage regardless of the actual damage roll. This is applied after every other effect like crippling, knockback, etc.

However, your luck brings you into trouble just as often! The GM gets to use the effects of Player Guidance, Celerity, or Flesh Wounds for any NPC.
Further levels of this advantage give allow you to use it one more time per encounter per level. It doesn't affect the GM usage.

You must rest for at least 10 minutes in order to regain all uses of this ability.

  • Pushing your Luck: You may spend more Luck Points than you have, but for each one you spend beyond your limit, the GM gains 1 more Chaotic Influence. Both of these are only usable once, and go away after use. Note that the GM may bank these out of forgetfulness.
  • Playing to the Audience: You may acquire extra Luck Points beyond your maximum by willingly failing a self control roll at a narratively appropriate moment, or by willingly failing an active defense roll that puts the character at risk. These Luck Points are temporary and disappear if not used until the end of the next encounter.

 

Impulse Point [5], Aspected: Cannot Buy Success/Failure (-20%); Narrative (-10%); Cost Fatigue (-10%). [3]

Recharge once per encounter/hour [20]; Source Modifier: Narrative (-10%); Requires 10 minutes of rest to work (-30%). [12]

+

Villain Point [5], Aspected: Cannot Interfere with rolls (-40%). [-3]

Recharge once per encounter/hour [20]; Source Modifier: Narrative (-10%); Requires 10 minutes of rest to work (-30%). [-12]

 

Narrative Power Source: Blocked by cursed/blessed* areas (-5%); Blocked by opposing supernatural powers (-5%); = (-10%).

If you're in a blessed area, the GM can't use their Villain Point, if you're in a cursed area, the player can't use his character's Impulse Point.

Extra Levels add more points and increased recharge.

 

Ki Points [6+2/level]

You have trained hard to achieve a state of pure zen-like calmness at all times, allowing you to always perform at an optimal, consistent rate, regardless of the situation. Once per encounter, whenever you fail a roll, you may spend a Ki Point to replace the result with 12 (3+4+5).

To recharge your Kit Points you must spend 10 minutes resting in a relatively silent environment, and make an IQ or Meditation roll. Success recharges one point.

Impulse Point [5], Aspected: Only to get a 12 on a roll (-40%); Ki (-15%); Nuisance Effect: Cannot use out of combat (-5%). [2]

Recharge once per encounter/hour [20]; Source Modifier: Ki (-15%); Requires 10 minutes of rest to work (-30%), Aspected: Only counts Combat Encounters (-20%); Nuisance Effect: Must be in a silent environment (-5%); Requires IQ Roll [-10%].

-15-30-20-5-10=-80

20*0.2=4

 

Dungeon Survivor [5 points/level max 4]

+1 per level to each of these skills: Acrobatics, Jump, Climbing, Stealth, Observation.

 

Melee Talent [10 points/level max 4]

+1 per level to any melee combat skill.

 

Guide [5 points /level max 4]

+1 per level to each of these skills: Navigation, Hiking, Survival, Naturalist, Weather Sense.

 

Universal Dual Wielding [16]

You can use two weapons at no penalties in either hand, and you can use the Dual Wield Rapid Strike option you ignore any penalties as if you had trained in the Dual Weapon Attack Technique.

 

Extra Block [5]

You may make one extra block per round.

This is comparable to the cost of additional arm with the weapon mount limitation, plus an arbitrary accessibility cost.

 

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