Perks (B100) are 1-point advantages.
Modifiers[]
B100 "Perks cannot be modified with enhancements or limitations" but there is later indication this may have loosened:
- the Perks Window at http://www.sjgames.com/gurps/characterassistant/support/manual/ref_perkswindow.html "The button with the hammer & screwdriver icon is the Modifiers button. It will call up the Modifiers window for the currently selected item directly. (Generally, you won’t apply modifiers to a perk.)"
- Sorcery 13's Perks as Spells despite "perks don't take modifiers!" lets you bind them by the sorcery modifiers (essentially applying -10% in limitations) and then suggests giving them more power or versatility (like what an enhancement would do)
Examples[]
- GURPS Power-Ups 2: Perks is based on them
GURPS Psionic Powers[]
- Anti-Psi Perks 24
- Astral Projection Perks 29
- Ergokinesis Perks 35
- ESP Perks 42
- Probability Alteration Perks 44
- Psychic Healing Perks 48
- Psychic Vampirism Perks 51
- Psychokinesis Perks 56
- Telepathy Perks 63
- Teleportation Perks 69