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Old 05-03-2014, 08:56 PM   #61
Tyneras
 
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Default Re: GURPS Power-Ups 6: Quirks

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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Old 05-03-2014, 09:02 PM   #62
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Default Re: GURPS Power-Ups 6: Quirks

Quirks page 15, under Mind-Numbing Magnetism.
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Old 05-03-2014, 09:09 PM   #63
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Default Re: GURPS Power-Ups 6: Quirks

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Originally Posted by dataweaver View Post
Quirks page 15, under Mind-Numbing Magnetism.
Well, yes, that's where I first found it.

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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Old 05-04-2014, 12:30 AM   #64
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Default Re: GURPS Power-Ups 6: Quirks

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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Last edited by dataweaver; 05-04-2014 at 12:35 AM.
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Old 05-04-2014, 12:39 AM   #65
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Default Re: GURPS Power-Ups 6: Quirks

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Originally Posted by dataweaver View Post
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.
Ah, I hadn't quite picked up on that. I think some of my confusion stemmed from having Playful, Cheerful and Talkative all appear on character sheets in the past and forgetting those were custom rather than official.
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Old 05-04-2014, 01:27 AM   #66
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Default Re: GURPS Power-Ups 6: Quirks

Playful as a Quirk-level version of Trickster appeared in GURPS Space, to my knowledge.
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Old 05-04-2014, 04:17 AM   #67
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Default Re: GURPS Power-Ups 6: Quirks

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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Old 05-04-2014, 04:22 AM   #68
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Default Re: GURPS Power-Ups 6: Quirks

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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Old 05-04-2014, 05:04 AM   #69
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Default Re: GURPS Power-Ups 6: Quirks

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Originally Posted by johndallman View Post
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.
If your GM allows it, why not? It's actually worth 0 points but may prove useful; sounds Perky to me:D
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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Old 05-04-2014, 05:48 AM   #70
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Default Re: GURPS Power-Ups 6: Quirks

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This was a 15 year anniversary sale and announced in the Daily Illuminator and a few threads. You do not need to worry about missing prior sales.
My main point was that it would be cool if a Gurps sale were easily noticeable from the Gurps forum. :)
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