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Originally Posted by Hai-Etlik
I'm trying to make sure I understand how all the perk limit rules work together and ended up with some questions.
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You mention a few specific campaign limits that show up in a few specific GURPS genre lines, so I'll answer from those genre lines as far as rules are concerned. Note that in general, 'generic' GURPS doesn't consider Perks to be 'powerful enough' to impose limits, but suggests a limit of no more than 1 Perk per 25 character points at Character start...
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I'd assume perks that are part of racial templates or meta-traits representing things like morphology or cybernetics aren't counted against perk limits?
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Correct. Meta-traits and Racial perks generally do not count against "perk limits".
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Do Combat and Magic perks (both style and non-style) count against the 1/25 pt general perk limit or are they independent?
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Yes, unless the genre treatment (or the rules the GM is using) state that the specific Perk limit count separately, or that there is no "general" Perk limit, all Perks count against whatever the "general" Perk limit is. Style Perks are almost* always a separate pool, and do not count against other Perk pools.
For instance, Dungeon Fantasy does not have "General Perks", it's Power-Ups are split into 4 categories: Combat, Caster, Utility, and Profession, and those categories do not overlap. Combat and Caster are both limited to 1 Perk per 20 points in skills, there are no Utility Perks, and the only limit to Profession Perks are the limits in each profession.
* At least in the three sources I read, all three treat Style Perks as their own category that doesn't count against other categories.
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Does Style Familiarity count against the appropriate non-style combat/magic perk limit (So you need 20 pt in combat skills before learning a style which seems wrong), the general perk limit, or is it outside the perk limits entirely?
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It's never specifically dealt with. Since the only functional limit to how many Style Familiarity Perks, you can have is how many styles the GM allows. I tend to treat it as a General Perk, however there is no real harm to treating it as a it's own special category that is outside regular limits.
But if you want, you could treat Style Perks as either Combat or Magical Perks as appropriate, or either if the Style is both.
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MA, TS, GF, and PU:2 all seem to describe overlapping components as affecting style perk count independently, if I have 2 styles with 10 points each in exclusive skills, and 10 points in shared skills, then each style has 20 points and gets 2 perks for 4 style perks total.
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Correct.
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T:MS says that the points in shared spells have to be divided up so in the same situation, one style gets 2 perks and the other gets 1 perk for 3 total.
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I'm not sure where your reading this, do you have a page #?
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When dealing with styles that mix combat skills and magic like Death Fist in Martial Arts, should these rules follow the type of style (Death Fist is a combat style so it counts independently), or the type of component (Spells are counted only toward one style, skills count toward all styles). Or did I misunderstand and the same rules described in T:MS are meant to apply to all components of all styles?
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Neither Martial Arts nor Thaumatology Magical Styles really deal in depth with "dual" art styles, personally I'd treat all components in a Style towards being able to buy the Style Perks.
For Death Fist, I'd say all style components count towards Style Perks (unfortunately the Style has no Magical Perks in it, though it could certainly use a few), the purely "combat" skills also count towards Combat Perks and the Spells count towards Magical Perks.