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#1 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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According to GURPS Lite, Page 12, you can take up to five Quirks, and says they aren't necessarily a disadvantage. Sorry I don't have a better answer, but all of my "real" books on hand are old 3e stuff. For the record, there it states on page 41 of the Basic Set, second paragraph, second sentence, that
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Edit: sir_pudding beat me to posting and... technically I agree with him; perhaps GURPS Lite phrases it oddly?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#3 |
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Join Date: Jul 2008
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There seem to be places where it is suggested to have a disadvantage limit plus a certain number of quirks. You can also see something like it in template-driven character creation books like Dungeon Fantasy 1 and (IIRC) Action 1, where your Disadvantage load is specified by the template (with options) but an additional 5 discretionary quirks are allowed to pick up more points to spend wherever on the sheet you want.
This is of course at the discretion of the GM. The Disadvantage allotment (and for that matter Advantage allotment) can be structured in a pretty much arbitrary range of ways.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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