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Clothing Shticks

Perk

Power-Ups 2: Perks · p.14

Open source p.14
1 point

1 point

Some heroes, especially superheroes, are able to go adven-
turing in the craziest getups without suffering the logical bad
effects. Each particular knack for improbable couture is its
own Shtick. Any such perk might give +1 to Influence and/or
reaction rolls in a social situation where its sudden revelation
would impress – or +2 if, in the GM’s opinion, it’s exceptionally
dramatic and relevant to the scene.
Examples:
Cloaked*: You can wear a cape, a cloak, or a katana-length
trench coat and yet move about unimpeded. This garment
never gets tangled in doors or machinery, and foes can’t tug on
it in combat. Your perk doesn’t stop you from entangling them
in a cloak, but you must buy the Cloak skill (p. B184) to do so.
The most suitable setup for a reaction bonus is a dramatic
entrance or exit.
High-Heeled Heroine*: You can run, climb, fight, and so on
while wearing high heels without suffering any special penalty
for bad footing. In effect, you have a form of Sure-Footed (p.
8). This can give a reaction or Sex Appeal bonus in situations
best left to the imagination.
Looks Good in Uniform: This is a highly specialized version
of Fashion Sense (p. B21). When wearing your legitimate serv-
ice uniform (military, police, etc.) for official purposes, others
react to you at +1. You can’t dress others or claim a bonus
under any other circumstances.
Masked*: You can put
on a mask that covers only
your eyes and nose – and
become
unrecognizable!
Your best friends won’t
believe your two identities
are the same person. The
GM may allow similar
perks that work by putting
on or taking off glasses,
changing hairstyles, or
wearing a wig.
Sartorial Integrity*: Your
clothes never get torn or
dirty – even after combat,
swimming the Nile, etc.
Skintight*:
You
can
wear a costume or clothing
under another outfit with-
out bulges and without
anything showing, allow-
ing you to perform quick
costume changes.