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Old 05-02-2014, 12:54 PM   #1
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS Power-Ups 6: Quirks

"Normal" is a lie
And our universal quirk
Is denying that
— Some dude with crazy-eye
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!

"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!


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