GURPS Power-Ups 6: Quirks
If the GURPS Power-Ups series has a secret, it's that "power-ups" refers not to powering up your character, but to stepping up your game. The latest volume, GURPS Power-Ups 6: Quirks, illustrates this perfectly: Quirks lower your character's point value. Adding them doesn't give you more plusses or funkier abilities, but rather greater power to describe your alter-ego and tell an interesting story . . . though if the plusses really matter to you, you can also rack up five extra points with which to buy stuff!"Normal" is a lie "But," you might think, "quirks are user-defined and really minor, so who needs a guide?" Let's break that down a bit. The headache with freeform traits is that no two gamers see eye-to-eye on exactly how they should work; for instance, one person's "minor" is too often another's "trivial" or "crippling." As for who needs a guide, just ask any player whose vivid mental picture of a PC's foibles is at odds with full-fledged disadvantages, or who needs a few more points but is short on ideas . . . or the GM who wants to turn a dozen generic NPCs into individuals in mere minutes, or who wants to make sure that extra points aren't free points. Quirks explores all of these topics – and more – in depth. Most important, though, Quirks is a catalog. If a quirk appeared in a GURPS supplement prior to February 2013, you can safely assume that it's included. The ones with official names and rules? All here. Long, wordy, vague ones? They're here, too – perhaps not in their complete, verbose glory, but definitely in a concise, generic form with plenty of specific examples from published sources. And readers who crave all-new content will enjoy the many quirks the compiler gleaned while answering GURPS questions and running GURPS campaigns over the past 28 years. Why delay? Master the quirks of quirks today! — Store Link: http://www.warehouse23.com/products/SJG37-0145 |
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It was very well timed! I'm doing the final character review for an upcoming campaign, where the players spend those last few points, and this gives them the chance to fill more Quirk slots, or rethink the ones they have.
I'm amused to see that the volume didn't come out as GURPS Power-Downs 1: Quirks. I suppose that would have been really terrible marketing! Bill Stoddard |
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Wait, Quirks without having to make things up? Somebody PLEASE get this set up for GCA. Otherwise, not only will I have to buy this, but, I'll have to add them myself o.o
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From my point of view, I also think of it as a "power-up" because quirks give you character points. If being Cynical (p. 20) means you get an effective +4 in Guns (from default to attribute), then that's definitely a "power up."
On a personal note, I'm delighted that -- I believe for the first time -- some of my own material has made it into an official GURPS-title-branded supplement (Point-Spending Quirks, p. 21). |
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*sigh* Another chance at stardom shot down :/ Mostly kidding :) You know, I miss that hack guy you used to quote all the time. "Curse you, Red Baron!" |
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On a vaguely related note, I sometimes wonder whether GURPS Low-Tech would perhaps have sold better if it had been called something a bit less deflating. The phrase "Low-Tech" has the virtue of accuracy, but it doesn't really get the pulse racing in the way that High- or Ultra-Tech does. GURPS Sharp Swords, Gleaming Armour, and Other Amazing Medieval Stuff, anyone? |
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Bill Stoddard |
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The basic logic of GURPS is that power is assets and characterization is liabilities. Bill Stoddard |
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Bill Stoddard |
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This... looks like a good example of "I didn't know I wanted it until someone pointed out it was available."
Can't get it right now, sadly, but eventually. |
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If people buy a product with a name like GURPS it is obvious that power-ups or downs is not very important.
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"Why is this book called 'High-Tech' but the cover is all stuff that isn't?" :) |
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I cant wait to get home and throw money at Sean! This will be an excellent addition to my library.
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The discussion of going with different "-Tech" names did come up in-house . . . but when you already have "name-brand recognition" in a certain book, it's usually a bad idea to change names unless you're damn sure that the new name will generate better sales than the old one. We weren't, so we didn't.
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The -Tech issue is an old one. Back in the early 2000s, when we were planning GURPS Fourth Edition, I proposed a series named GURPS Tech, GURPS Tech Catalog, or GURPS Technology, with both a numerical volume number and a subtitle descriptive of TL: 1: The Stone Age to the Age of Sail, 2: The Industrial Revolution to the Digital Age, and 3: The Future. For instance, GURPS Tech Catalog 1: The Stone Age to the Age of Sail. It was found unacceptable on the grounds that volume numbers seemed cash-grabby ("Here's 1 . . . we hope you'll buy 2 through 854!") and the subtitles were wordy. So it goes.
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Frankly, there are a lot of Power Ups I would have preferred to see before this one. Kromm's blurb acknowledges the key criticism already, however, so I'll leave it at that.
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Bill Stoddard |
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I just log in for the night, and what do I see? This! Now to get it to see how it compares to my own compilation (incidentally named "Power-Downs 1: Quirks").
I wonder how many quirks made the jump from the Favorite Quirks thread to the Power-Ups. :) |
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SO, we've had Perks, which are one-point mini advantages, and now Quirks, which are one-point minidisadvantages, so when are we getting Features, which a zero-point things that help define your character? And would defiantly be in line with the intent of this volume
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B261 pretty much says that features have no effect on anything
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The B263 Features for machines are about changing the machines baseline, compared to human, for example, the first one means that they 'eat' power cells instead of normal food.
And maybe I should have said no game effect, or no stat effect, if it gives you a bonus to something you should probably have paid some points for it |
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There are plenty of 0-point features that are 0-point features, it's just that we don't talk about them as such. Hair color, eye color, sexual orientation (admittedly in a better world than the one we're currently in), etc.
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Yeah, Power-Ups X: Features sounds like an excellent idea for a lot of reasons...
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One of the more interesting game mechanics that PK and I decided was probably a 0-point feature was "always rolls 11," from Pyramid #3/65: Alternate GURPS III. I'd still like to try that one in play; it seems like it'd be odd yet fun.
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Bought it the moment I spotted it for sale.
Extra tasty @ 23% discount - talk about a bargain - trans-genre materiel, low price And I got a discount?! |
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This is good stuff. I've encountered a few of these quirks in real life. Some of them are culturally variable: Fast Talker, in particular. I speak at a fairly normal speed for my locality, but I seem to have Fast Talker (p16) with respect to some places where the usual style of speech ... is more ... leisurely. Communicating with them is easier by e-mail than 'phone.
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I will pick it up but it is on my to do when I can rather then skip a few meals l and get it now list.
But this does set a precedent for a Limitations issue which I would like to see. Also Wildcards which has been speculated on and a Sense issue that takes a look at senses, including Detects and linear vs. exponential senses like Penetrating Vision. |
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If we're to the speculation and wishing phase of this thread, I'll first pay my respects by saying that I quite like PU6: Quirks, then mention that Limitations, Alternate Forms, and Features all sound like they would make good subjects for more entries in this series.
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Mind you, I would pay good money for a database with every trait and modifier with full text search. Not just for use in play but as a tool for writers. |
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As an aside: it would be sweet if there was a way to show sales and discounts when browsing the forum (in the animated ads, for instance; or a sticky, or what have you).
I just gave in and bought PU6 and the Templates, and only then saw that there was a discount active. Nice, definitely, but it got me thinking what other discounts I had missed (and whether I might have bought more, and earlier, had I been aware of any sales!). Just a thought. |
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Personally, I would LOVE to have all of my books in a wiki. I would be willing to pay for the wiki, even.</threadjack> Having finally read through GURPS Power-Ups: Quirks, I must say, it is awesome. Thank you! Totally worth the money! Keep the good stuff rollin'! |
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The big one that I’m hoping for at this point is Wildcards (primarily Skills, but also Abilities).
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Can't seem to find "Romantic" anywhere, in Quirks or Perks. I mean, it's mentioned several places as an example, but it doesn't have it's own entry.
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Quirks page 15, under Mind-Numbing Magnetism.
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I suppose it's probably just a zero point feature that only becomes a quirk if you take Mind-Numbing Magnetism. I think I just assumed anything with capitalization had a rules-entry somewhere. |
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That is its rules entry: “Mind-Numbing Magnetism” isn’t a Quirk; it’s a class of Quirks that all use the same rules with their own individual flavors, of which “Romantic” is one example (and “Talkative” is another). The name is a reference to what makes it worth a character point.
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Playful as a Quirk-level version of Trickster appeared in GURPS Space, to my knowledge.
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The Slow Reflexes quirk, p24, seems problematic. Not in itself, but because the logic explained in it can also be used to justify +1 to a character's place in the turn sequence as a perk. Which is a bit too good IMHO, especially in campaigns where everyone has human-level basic speed (5-7) and most combat is with guns.
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Regarding the interaction of the Controllable Disadvantage Perk with Quirks:
Should Will/HT rolls be required for activation of Quirks with this Perk, or would it be fair to say that since the Perk only activates a very small trait, it's OK to make it outright switchable? If not, then what is a fair way to let Controllable Disadvantage allow switching without a roll? |
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Perk: Fast Reflexes. You have +1 to Basic Speed for the sole purpose of determining your place in the turn sequence... A bit like nictitating membrane, [1/lvl] is being overcharged for DR 1 - eyes only. |
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How many people read through this and said "Yep, that's me. And that. And that."?
I sure did. |
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That said, the GM is free to limit how many levels of Blinding Strike are plausible. DF allows lots, but the realistic limit is probably something like "you may add a total of two levels of Blinding Strike and Basic Speed," so that the options are +2.00 to Basic Speed (as in the Basic Set), +1.00 to Basic Speed and Blinding Strike 1, or Blinding Strike 2. That way, ordinary humans can act at +2.00 relative to the native Basic Speed granted by DX and HT, and those who don't want to dodge or run can cheap out and hope that all fights start as standoffs with ready weapons. All of which is beside the discussion of Slow Reflexes, really, because there's no precedent in GURPS for the pricing (or even existence) of a disadvantage to much affect that of an advantage, or vice versa. |
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You seem to have assumed there are a bunch of people standing around and then one of them attacks someone. That's not really the general case for combat. |
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Of course "Me" in that conversation may be the giant spider, and it's OMG ADVENTURERS but the same principle holds. |
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"OMG GIANT SPIDER!"
"OMG ADVENTURERS!" I love this forum. |
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This is probably my favorite Power-Up. Well done!
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