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POWER-UPS
P ERKS
TM
Written by SEAN PUNCH
Illustrated by DAN SMITH
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-0129
Version 1.0 – July, 2008
®
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C ONTENTS
I NTRODUCTION . . . . . . . . . . . . . . . . . . . 3
What Perks Are Included? . . . . . . . . . . . . . . . . . . . . . . 3
How Were They Named? . . . . . . . . . . . . . . . . . . . . . . . 3
How Are They Sorted? . . . . . . . . . . . . . . . . . . . . . . . . . 3
How Many Should I Allow? . . . . . . . . . . . . . . . . . . . . . 3
About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
T HE P ERKS . . . . . . . . . . . . . . . . . . . . . 4
Appearance Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Combat Perks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Special Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Equipment Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Exotic Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Power Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Mental Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Physical Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Shticks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Skill Perks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Social Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Supernatural Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Unusual Background Perks . . . . . . . . . . . . . . . . . . . . 20
I NDEX . . . . . . . . . . . . . . . . . . . . . . . . 22
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GURPS System Design
STEVE JACKSON
Managing Editor
PHILIP REED
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SEAN PUNCH
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–––––––
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Additional Material: Peter Dell’Orto, Shawn Fisher, Phil Masters, David Morgan-Mar, David Pulver,
William H. Stoddard, and Hans-Christian Vortisch
Playtester/Useful Comments: Paul Chapman
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Power-Ups 2: Perks, Pyramid, and the names of all
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C ONTENTS
2
Art Director
Errata Coordinator
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I NTRODUCTION
There’s nothing quite like getting a bunch of bite-sized
goodies for next to nothing – and perks fit the bill! As the Basic
Set explains, a perk is a minor advantage that costs only 1
point. Perks are penny candy for your PC.
Despite being small and inexpensive, perks are big on fla-
vor. Just a few can make an ordinary character concept extra-
ordinary. This is to a great extent because perks are open to
interpretation and rarely raise game-balance concerns, which
encourages players and GMs alike to cast aside rules and con-
sider personality.
GURPS Power-Ups 2: Perks is simply a big list of perks
that tries to hold true to all of these principles: flavor, flexibil-
ity, and variety. Everything here has been checked for game
balance. The GM must still exercise judgment, but we’ve made
every effort to keep things sensible.
Have fun!
160 of them!) are sorted by type. If you prefer alphabetical
order, see the index (p. 22).
H OW M ANY S HOULD
I A LLOW ?
The GM decides how many perks PCs can have. Perks are
minor traits, so it probably won’t break anything to set no limit.
Like quirks, however, perks are characterization aids above all,
and a character with scads of them risks coming across as scat-
tered. As well, while the individual perks are reasonably bal-
anced, it’s impossible to check every possible combination –
and unlimited access means greater odds of some unantici-
pated super-combo.
A suggested limit, then, is one perk per 25 starting charac-
ter points, excluding racial perks. This lets the typical 150-
point starting PC purchase up to six perks, which seems about
right next to five quirks. As always, the GM has the final say.
W HAT P ERKS A RE
I NCLUDED ?
Power-Ups 2: Perks incorporates every perk published for
GURPS as of spring 2008, including all the combat perks from
GURPS Martial Arts, making it the “one-stop perk source.”
But it isn’t just recycled material! It expands on the old perks,
makes them more generic, and mixes them 50/50 with brand-
new ones.
The future holds more perks, of course, and perhaps further
collections of perks. Until then, if you want a perk that isn’t
here, use what is here as your guide. Swapping the rule, skill,
or die roll that a perk modifies for another object of the same
general type will usually yield a perk that – with minor tweaks
– is balanced and sensible.
A BOUT THE A UTHOR
Sean “Dr. Kromm” Punch set out to become a particle
physicist in 1985, ended up the GURPS Line Editor in 1995,
and has engineered rules for almost every GURPS product
since. During the GURPS Third Edition era, he compiled both
GURPS Compendium volumes, developed GURPS Lite,
wrote GURPS Wizards and GURPS Undead, and edited or
revised over 20 other titles. With David Pulver, he produced the
GURPS Basic Set, Fourth Edition, in 2004. His latest creations
include GURPS Powers (with Phil Masters), GURPS Martial
Arts (with Peter Dell’Orto), and GURPS Dungeon Fantasy 1-
4. Sean has been a gamer since 1979. His non-gaming interests
include cinema and wine. He lives in Montréal, Québec with
his wife, Bonnie. They have two cats, Banshee and Zephyra,
and a noisy parrot, Circe.
H OW W ERE T HEY N AMED ?
Some perk names are utilitarian,
others are whimsical, and still oth-
ers have roots in the distant history
of GURPS. The names mostly don’t
matter as long as the players and
GM know the rules that accompany
each name. If you prefer functional
perk names – or fanciful ones –
then change the ones that don’t fit.
And if a particular player really
wants to rename a perk for his PC,
more power to him – he’s getting
into the spirit of things!
H OW A RE T HEY
S ORTED ?
Most people don’t especially like
huge lists, so the perks (more than
I NTRODUCTION
3
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T HE P ERKS
A PPEARANCE P ERKS
These mundane perks shape your personal appearance. See
Exotic Perks (pp. 9-12) for superhuman alternatives, Clothing
Shticks (p. 14) for perks that influence how your clothing looks,
and Social Perks (pp. 17-18) for perks that affect how others
react to your social position rather than your looks.
Classic Features†
You have some well-defined set of features in spades. You
might be markedly pale or tan, the epitome of blondes or red-
heads, or a muscleman – or perhaps you have idealized Chi-
nese or Irish or Orcish looks. Whenever you interact with an
NPC who fancies those looks – due to a quirk, GM fiat, or a
note in a published adventure – you function as one Appear-
ance level higher, cumulative with any specified reaction
bonus. For instance, if you’re a Classic Redhead with Average
looks, an NPC with the quirk “Prefers redheads (+2 reactions)”
would react to you at +2 for his quirk and another +1 because
you count as Attractive.
Forgettable Face
You blend in. Your face is hard to pick out or remember.
You get +1 to Shadowing in crowds, while others have -1 to
rolls made to recognize you from a lineup or mug shots – or
even to recall meeting you!
You can’t have both Forgettable Face and Distinctive Fea-
tures (p. B165). Unnatural Features (p. B22), and Appearance
above Attractive or below Unattractive, are likewise off-limits,
except when this perk is actually an exotic ability.
Honest Face
You simply look honest, reliable, or generally harmless.
This has nothing to do with your reputation among those
who know you, or how virtuous you really are! People who
don’t know you will tend to pick you as the one to confide in
– or not to pick you, if they’re looking for a potential crimi-
nal or troublemaker. You won’t be spot-checked by customs
agents and the like unless they have another reason to sus-
pect you, or unless they’re truly choosing at random. You
have +1 to trained Acting skill for the sole purpose of “acting
innocent.”
Passing Appearance†
Regardless of your true ethnicity, race, or sex, your looks
never trigger bigoted NPCs’ biases or Intolerance disadvan-
tages (although your words might!). Moreover, if someone like
you would normally have a Social Stigma in your setting, you
lack that Stigma – and if the Stigma is racial, this perk acts as
a small Unusual Background that lets you buy it off at the
usual cost.
There’s something special
about your looks.
You must specialize by type of looks. Two common
examples:
Androgynous: With minimal effort, you can ensure that
you’re mistaken for whatever sex is convenient. Above-average
Appearance with the Androgynous modifier (p. B21) means
you don’t need this perk.
Passing Complexion: Your ethnicity isn’t readily apparent to
onlookers.
At the GM’s discretion, this perk is cinematic or even exotic
if there’s no believable way to explain others mistaking your
appearance.
Photogenic
You look great in posed, still photographs. Anyone looking
at your picture reacts as if your Appearance were one level
higher (if you already have Transcendent looks, you get
another +1 to reactions). To look good in moving pictures, buy
full-fledged Appearance.
Special Properties
This work uses three symbols to indicate special
properties of perks:
* – The perk is cinematic and only suits larger-than-life
heroes. If it affects combat, the GM should restrict it
to warriors who have Gunslinger (p. B58), Trained by
a Master (p. B93), or Weapon Master (p. B99).
† – The perk requires specialization by advantage, piece
of equipment, rule, skill, task, technique, etc.,
depending on exactly how it works. Read the descrip-
tion and pick a suitable specialty. The perk has no
effect outside that one narrow area.
‡ – The perk comes in levels, exactly like an advantage
that comes in levels. Each level is effectively its own
perk and costs 1 point, but for compactness’ sake,
write it on your character sheet only once, along with
level and total point cost; e.g., Courtesy Rank 3 [3].
C OMBAT P ERKS
These are minor advantages for veteran warriors. Regard-
less of the campaign’s limit on perks, it’s recommended that
the GM limit fighters to one combat perk per 20 points in com-
bat, military, and/or police skills, and then allow one extra perk
per 10 points spent on the skills and techniques of a combative
character template, fighting style, or similar abilities package
that offers combat perks. Combat-effective perks from other
categories – notably Shticks (pp. 14-15), Skill Perks (pp. 15-17),
and Unusual Background Perks (pp. 20-21) – count as combat
perks for this purpose.
T HE P ERKS
4
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For further details, see GURPS High-Tech (which discusses
firearms-related perks) and GURPS Martial Arts (which
defines “fighting styles”).
Acrobatic Feints
You’ve practiced using gymnastics to catch enemies off-
guard. You may use your Acrobatics skill to feint and may
improve the Feint (Acrobatics) technique. The GM may allow
similar perks for other noncombat skills: Dancing Feints for
Dancing, Sexy Feints for Sex Appeal, and so on.
Acrobatic Kicks
You’ve learned to kick as a natural extension of flips, jumps,
and spins. Roll against Acrobatics-2 to hit with a kick. Kicking
techniques can likewise default to Acrobatics. Acrobatic kicks
don’t receive Brawling or Karate damage bonuses, however.
As with Acrobatic Feints, above, other skills may have
related perks; e.g., Dancing Kicks for Dancing.
Akimbo*†
You’re not restricted by having two hands full of weapons.
You can open doors, reload, and so forth without putting any-
thing down. This doesn’t help you fight using a weapon in
either hand – take Ambidexterity (p. B39), Dual-Weapon
Attack (p. B230), and/or Off-Hand Weapon Training (pp. 16-
17) for that. You must specialize by one-handed weapon skill.
Armor Familiarity†‡
You’re accustomed to fighting in armor. This perk comes in
levels. Each level lets you ignore -1 in encumbrance penalties
to attack or parry with Judo, Karate, or a fencing skill. For
instance, two levels mean you have no penalty up to Medium
encumbrance, -1 at Heavy, and -2 at Extra-Heavy. You must
specialize by skill: Armor Familiarity (Judo), Armor Familiar-
ity (Rapier), etc.
Armorer’s Gift†
You’ve practiced assembly and disassembly drills on a
firearm until you can do it in your sleep. Roll against the rele-
vant Armoury, Beam Weapons, Gunner, Guns, or Liquid Pro-
jector specialty to accomplish this in record time: 10 seconds
for a handgun, 30 for a long arm (e.g., rifle), or 60 for a sup-
port weapon (e.g., rocket launcher). Conditions are unimpor-
tant – you can do this upside down, blindfolded, underwater,
etc. You also get +2 on rolls to clear malfunctions (p. B407).
You must specialize by weapon skill.
Biting Mastery
You’ve learned a highly developed body of effective bites for
close-quarters use. You may roll against Karate to attack with
a bite and add its damage bonus to biting damage.
Clinch†
You’ve integrated limited grappling moves into your Box-
ing, Brawling, or Karate skill – choose one. Whenever you
grapple a standing opponent’s head, neck, or torso (only), use
your striking skill for the attack roll. This is rarely worth the
point if you already know a grappling skill!
Combat Vaulting*†
You can use a pole weapon to aid balance and make impres-
sive vaults in combat. To benefit from this perk, you must first
take a Ready maneuver to grip your weapon properly. After
that, you may either add (Reach - 1) to combat uses of Acrobat-
ics and Jumping, or add Reach to vertical or horizontal
Jumping distance – choose each turn. Returning to a fighting
grip requires another Ready; learn Form Mastery (below) to
make this a free action after a stunt. You must specialize by
Reach 2+ pole weapon: Combat Vaulting (Halberd), Combat
Vaulting (Long Spear), Combat Vaulting (Quarterstaff), etc.
Cotton Stomach*
You’ve learned to catch attackers’ hands and feet using your
abdominal muscles (or rolls of fat!). Once per turn, you can
attempt a standard unarmed parry against a punch or a kick to
your torso, but using your body instead of a limb. Success lets
you use a follow-up technique capable of trapping an attacker
– e.g., Arm Lock – “hands-free.”
This is a cinematic combat version of Hands-Free (p. 16).
Dirty Fighting
You’re talented at fighting dishonestly. You get +1 on suc-
cess rolls for Dirty Tricks (p. B405) and similar improvised
combat deceptions. The GM may extend this bonus to any
feint or attack made before combat begins, or the first illegal
blow you make under formal tournament conditions, if he
feels that it represents a real “sucker punch” rather than a free
combat bonus.
Drunken Fighting*
You’ve mastered the mythical art of fighting while intoxi-
cated (see pp. B439-440). When you’re tipsy or drunk (p.
B428), treat the -1 or -2 to DX as a +1 or +2 bonus in a fight.
Penalties to IQ and self-control rolls apply normally!
Dual Ready†
You can use a single Ready maneuver to draw a weapon
with either hand. Specialize by weapon combination in left
hand/right hand order; e.g., Dual Ready (Axe/Pick) lets you
ready an axe in your left hand and a pick in your right. This is
mostly redundant if you can Fast-Draw those weapons – but
not every weapon allows Fast-Draw.
Exotic Weapon Training†
Certain weapons have a built-in skill penalty due to their
unusual balance relative to other weapons used with the same
skill. You’ve trained enough with such a weapon that you no
longer suffer this penalty. You must specialize by weapon; e.g.,
Exotic Weapon Training (Three-Part Staff) to avoid -1 to Two-
Handed Flail skill for the three-part staff (see GURPS Martial
Arts ).
This is a combat form of Exotic Equipment Training (p. 9).
Focused Fury*
Unlike most fighters, you can combine Mighty Blows (p.
B357) with All-Out Attack (Strong), improving its damage
bonus to the higher of +2 per die or a flat +3. You can also do
this with the Committed Attack (Strong) maneuver from
GURPS Martial Arts, raising its damage bonus to the better of
+1 per die or a flat +2. Either use costs 1 FP per attack.
Form Mastery†
When using a weapon that works with multiple skills, you
must normally specify the skill you’re using once, at the start of
your turn. You’ve practiced fluid shifts between forms and can
change skills repeatedly, during your turn . For instance, you
could start your turn using a spear with the Staff skill, switch
to the Spear skill to attack, and then return to Staff for parry-
ing. You must specialize by weapon: Form Mastery (Naginata),
Form Mastery (Spear), etc.
T HE P ERKS
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