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The GURPS roleplaying system uses point-buy character generation without any mandatory classes or restrictive professions. With this approach a player can generally build exactly the type of character the player wants, subject perhaps to the limit of the points available. Skills, equipment, contacts, privileges, and shortcomings all have a point cost—positive for benefits, negative for detriments. One component of this system is perks. Perks are those single point traits that don’t provide much in the way of concrete advantage but do add depth and personality to the character. So now the latest release from Steve Jackson Games is GURPS Power-Ups 2: Perks, a complete collection of all the perks found in all GURPS Fourth Edition products, plus a number of new perks, for a total of over 160.
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I never bothered to check, do they have any for Quirks as well? I’ve run into situations where I require quirks fairly regularly *cough*.
Critical Failure: The GURPS Podcast
http://criticalfailuregame.wordpress.com/