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PowerUps02

GURPS Power-Ups 2: Perks incorporates every perk published for GURPS as of spring 2008

Cost: 1

Perks are very minor advantages that cannot be modified with enhancements or limitations and can be added in play without upsetting game balance. Major advantages are listed elsewhere.

Table Key[]

* – The perk is cinematic and only suits larger-than-life heroes.
† – The perk requires specialization by advantage, piece of equipment, rule, skill, task, technique, etc., depending on exactly how it works.
‡ – The perk comes in levels, exactly like an advantage that comes in levels.

Appearance Perks[]

Perk Reference Examples/summation
Classic Features† 4
Forgettable Face 4
Honest Face B101
Passing Appearance† 4 Androgynous, Passing Complexion
Photogenic 4

Combat Perks[]

Perk Reference Examples/summation
Acrobatic Feints 4
Acrobatic Kicks
Akimbo*† not restricted by having two hands full of weapons. Must specialize by one-handed weapon skill.
Armor Familiarity†‡ comes in levels
Armorer’s Gift† Must specialize by weapon skill.
Biting Mastery
Clinch† Integrate limited grappling moves into Boxing, Brawling, or Karate skill – choose one.
Combat Vaulting*†
Jumping distance
Cotton Stomach* A cinematic combat version of Hands-Free using the Stomach
Dirty Fighting +1 on success rolls for Dirty Tricks
Drunken Fighting* masters the mythical art of fighting while intoxicated
Dual Ready†
Exotic Weapon Training† A combat form of Exotic Equipment Training.
Focused Fury*
Form Mastery†
Grip Mastery†
Ground Guard
Huge Weapons†‡
Improvised Weapons†
Iron Body Parts*†
Naval Training
Neck Control
One-Armed Bandit*†

(only A to O migrated as of 20 June 2022)

Equipment Perks[]

Perk Reference Examples/summation
Better (Gear)†
Cheaper (Gear)† Broad Category: 10%
Large Subcategory: 20%
Subcategory: 30%
Doodad*‡
Equipment Bond† cumulative with any bonus inherent to the hardware
If you lose that particular item, you lose the perk.
Exotic Equipment Training†
Intuitive Repairman† can maintain something of yours – typically electronics,

vehicles, or weapons – without needing formal repair. Must specialize by particular item; skills.

Suit Familiarity† compensates for the limitations of a bulky

environment suit and may ignore its DX penalties
You must specialize by Environment Suit skill

Supersuit* Prerequisite: Superhuman abilities.
Weapon Bond† own a weapon that’s uniquely suited to you

Exotic Perks[]

These perks are subject to the restrictions on exotic advantages

Perk Reference Examples/summation
Air Jet 10
Burrower 10
Cross-Species Surrogacy† 10 Prerequisite: Female.
Extreme Sexual Dimorphism 10
Feathers 10
Fur 10
Generator 10
Ignition 10
Illumination 10
Immunity to (Specific Poison)† 11
Limited Camouflage† 11 +2 to Camouflage with a suitable backdrop
Long Fingers/Thumbs 11 incompatible/redundant with Talons or Long Talons
No Degeneration in Zero-G 11 immunity to loss of bone density in microgravity
No Visible Damage* 11 Prerequisite: Unkillable
don’t look wounded

until you reach -10 x HP.

Parthenogenesis 11 Prerequisite: Female
your self generated fetus is a clone
world 0-points if you can only reproduce this way.
Perfume 11 +1 on reaction rolls where a pleasant smell makes a difference
Periscope 11
Pressure-Tolerant Lungs† 11
Racial Gifts† 12 Strictly a racial perk.
Reproductive Control† 12 Prerequisite: Female
Fertility Control/Reabsorption
Rinse 12
Sanitized Metabolism 12 -1 to attempts to track you by scent and +1 to reaction rolls

in close confines

Scales 12 serves as an Unusual Background for Damage Resistance 1-5
Striking Surface 12 Prerequisite: Damage Resistance 3+ without Flexible, Force Field, or Tough Skin.

Mental Perks[]

These mundane perks are skill-like – learn them using the rules for skills. Where it matters, treat ordinary Cultural Familiarity as a mental perk, too.

Perk Reference Examples/summation
Accent† 12 Prerequisite: Relevant Language at Broken or better spoken comprehension.
Autotrance 12
Call of the Wild* 12 Prerequisite: Animal Empathy
Controllable Disadvantage† 12
Eye for Distance 13 accurately gauge distances within line of sight

without using tools.

Focused (Task)† 13 +3 on success rolls for a specific, lengthy noncombat task – at the cost of -5 to rolls for everything else, much as if you had Single-Minded
Good with (Animal)† 13 Animal Empathy for one specific species
Good with (Social Group)† 13 Sensitivity for one specific group
“Men” and “women” are much too broad for this purpose!
Headhunter 13 +2 to the rolls for Finding a Hireling
Job Hunter 13 +2 to the rolls for Finding a Job
One-Way Fluency† 13
One-Way Literacy† 13
Patience of Job 13
Rule of 15 13 Fright checks fail at 15+ rather then 14+

Physical Perks[]

Perk Reference Examples/summation
Acceleration Tolerance 13 +3 to HT rolls to resist the effects of high acceleration
Alcohol Tolerance 13 +2 on all HT rolls related to drinking
Carrier† 13 You have a non-disadvantageous form of Social Disease
Compact Frame 13 +1 to Escape when the goal is to fit through a narrow space
Controllable Disadvantage† 13 inflict one specific physical disadvantage on yourself

by making a HT roll, at -1 per additional attempt per hour

Deep Sleeper 13
Extended Hearing† 13 you hear – barely – the sounds covered by Ultrahearing
Immunity to (Specific Disease)† 13 totally immune to one specific disease
At high TLs, vaccines sometimes grant this perk
Low Rejection Threshold 13
Natural Pockets 13 similar to one level of Payload
No Hangover 13
Penetrating Voice 13
Resistant to (Specific Poison)† 14 +3 to resist one specific
Less effective than Immunity to (Specific Poison) (p. 11), but available to anyone
Robust (Sense)† 14 One of your senses is less prone to

overloading

Sea Legs 14 +3 to resist Seasickness and any similar form of motion sickness

Power Perks[]

These perks that represent a super's powers’ most trivial abilities.[1]

Shticks[]

"A Shtick is a cool move or slick feature that occasionally gives minor benefits in play."

Perk Reference Examples/summation
Clothing Shticks† 14 Cloaked*, High-Heeled Heroine*, Looks Good in Uniform, Masked*, Sartorial Integrity*, Skintight*
Combat Shticks† 15 Flourish, Follow-Through, Twirl
Influence Shticks† 15 trademark pose, stare, or walk that lets you use

a specific Influence skill without conversation, contact, or appreciable time
Convincing Nod, Fearsome Stare, Gangster Swagger, Haughty Sneer, Sexy Pose

Standard Operating Procedure† 15 Back to the Wall, Energizer*, Full Tank*, Last Man Out,

Off-Screen Reload*, On Alert

Skill Perks[]

Perk Reference Examples/summation
Attribute Substitution† 15 You’ve trained a skill to use an attribute other than its usual controlling score for routine skill use.
"DX-based skills with a complex technological aspect can shift to IQ (“Battlesuit based on IQ”), while those that involve fine work or hand-eye coordination can move to Per (“Driving based on Per”)
IQ-based skills for small tools can go over to DX (“Lockpicking based on DX”), those used to find or follow things can move to Per (“Shadowing based on Per”), and those with a supernatural angle can shift to Will (“Ritual Magic based on Will”)
HT-based skills for movement can shift to DX (“Swimming based on DX”), those with a social side can move to IQ (“Sex Appeal based on IQ”), and those for cinematic combat effects or resistance can become Will-based (“Body Control based on Will”)
Will-based skills can generally drift to IQ (“Exorcism based in IQ”), and those with cinematic combat effects or that aid resistance can shift to HT (“Power Blow based on HT”).

Per-based skills involving hand-eye coordination or fine manipulation can move to DX (“Search based on DX”), and most Per-based skills can shift to IQ (“Detect Lies based on IQ”)"

Background Knowledge† 16
Cross-Trained*† 16 Familiar with all makes and models of equipment used with a particular skill.
Cutting-Edge Training†‡ 16 allows one specific technological skill above your personal TL
can has multiple levels
Five skills with Cutting-Edge Training can be replaced by one level of High TL
Suggested Prerequisites: Duty or another social obligation as a prerequisite.
Dabbler† 16 eight skills with defaults have +1 to the usual

attribute default
You can trade in two choices for one at default+2, or four choices for one at default+3

Efficient† 16 allows one to ignore up to -2 for haste.
Hands-Free† 16 can use a body part other than the one

a particular skill usually assumes

Hyper-Specialization† 16 expert in an area far narrower than Optional Specialties
Generally limited to IQ-based “knowledge” and “scientific” skills
No Nuisance Rolls*† 16 Prerequisite: Attribute or skill at 16+
Exempt from skill or attribute rolls to perform one specific background task not directly relevant to adventuring situations.
Off-Hand Training† 16
One-Task Wonder† 17 can do one specific trick without knowing the relevant skill. This can’t be the skill’s primary use, a combat move, or anything done at a penalty
Skill Adaptation† 17
Technique Adaptation† 17
Technique Mastery† 17 "You’ve trained so intensively at a technique that you enjoy a

higher maximum level"

Unusual Posture† 17

Social Perks[]

Perk Reference Examples/summation
Base† 17
Brotherhood† 17 Foes that doesn’t like you but remain neutral toward you if you stay out of their way
Citizenship† 17
Courtesy Title†‡ 18 honorary Courtesy Rank advantage
Disposable Identity† 18 one time Alternate Identity
Friend† 18 1-point Claim to Hospitality to one person
License† 18 Special
Office† 18 minor civil office
Permit† 18 allows the owning of a item that has a Legality Class lower then the Control Rating
Pet† 18
Trivial Reputation† 18
Vehicle† 18 You have an ordinary civilian vehicle separate from anything implied by your Status, and not bought with Signature Gear or money

Supernatural Perks[]

Perk Reference Examples/summation
Charms† 19 waives the spell and Magery prerequisites for one particular

spell but the spell cannot be cast unless the wielder Magery 0.
Power Investiture is only limited to spells provided by the deity

Chi Resistance*† 19 +3 to resist a specific, hostile chi-based effect.
Covenant of Rest 19 attempts to summon, reanimate, or resurrect you will fail but High-tech medicine can still resuscitate you
Dramatic Death* 19 a morbid but spectacular Destiny
Magical School Familiarity† 19 Special
Named Possession† 19
Obscure True Name 19
Purpose*† 19 inconsequential Higher Purpose
Rest in Pieces 19 anything that you, personally, slay can’t be resurrected or reanimated by external means, like Resurrection and Zombie spells.
Rule of 17 (Skill)†‡ 20 allows great resistance with a particular resisted supernatural skill
Spirit Contract† 20 see GURPS Thaumatology for

spirit-assisted casting

Trivial Destiny*† 20 very minor Destiny

Unusual Background Perks[]

Perk Reference Examples/summation
Extra Option† 20
Rules Exemption† 20
School, Style, or Template Adaptation† 20
Secret Knowledge† 20
Special Exercises†‡ 21
Unique Technique† 21
Unusual Training† 21

Perks in works after Power-Ups 2[]

A lot of perks appeared in works after Power-Ups 2 came out:

Low-Tech[]

Thaumatology: Magical Styles[]

  • Academic Rank, Adaptation, Area Spell Mastery*, Astrological Ceremonies, Attribute Substitution, Better Magic Items, Blocking Spell Mastery, Blood Magic, Brute-Force Spell, Combat Ceremony, Continuous Ritual, Convenience Casting, Covenant of Rest, Elixir Resistance, Enhanced Spell, Far-Casting, Fast Casting, Flagellant’s Blessing, Flexible Ritual, Frightening Side Effects, Guild Rank, Huge Subjects, Immunity to (Specific Hazard), Improvised Items, Improvised Magic, Intimidating Curses, Intuitive Cantrip (several), Kill Switch, Knower of Names, License, Life-Force Burn, Limited Energy Reserve, Magical Lawyer, Magical Style Adaptation, Magical Weapon Bond, Mana Compensation, Mass Magician, Mastery*, Melee Spell Mastery, Mighty Spell, Missile Spell Mastery, Mundane Magic, Mystic’s Stupor, Named Possession, No Gestures, No Incantations, Obscure True Name, Paraphernalia Pro, Permit, Power Casting, Precision Recharger, Psychic Guidance, Quick and Focused, Reduced Footprint, Rote Alchemy, Rule of 17, Sacrificial Blocking Spell, Sanctum, Scroll-Reading, Secret Mage, Secret Material, Secret Spell, Secret Words, Shaman’s Trance, Shortcut to Power, Special Exercises, Speedy Enchantment, Spell Bond, Spell Duelist, Spell Enhancement, Spell Hardiness, Spell Resistance, Spell Variation, Spirit Contract, Stabilizing Skill, Staff Attunement, Staff Bond, Super-Sympathy, Thaumatological Doublespeak, Willful Casting, Wizardly Dabbler, Wizardly Garb

Dungeon Fantasy 5: Allies[]

  • Corpse-Smart, Musk

Hot Spots: Renaissance Florence[]

  • Two-Man Pike Training

Vorkosigan Saga Sourcebook and Roleplaying Game[]

  • Immunity to Fast-Penta, Jump Pilot Aptitude

GURPS Psionic Powers[]

  • Ecstatic Psi, Gestalt Familiarity, Weak Latency (Psi), Gaze Into the Abyss, Hostile Dampening, Nonthreatening, Personal Awareness, Simple Defense, Skeptic, Tolerance Astral Accessory, Astral Awareness, Near-Death Projection, Projection Clock, Retractable Cord, Subjective Navigator, EVP, Interface, Light Amplification, Phreaker, Power Source, Static Control, Universal Remote
  • Card Sharp, Dowsing, Exposition Sense, Forecast, Insider Glance, Know-It-All, Visions (Aspected Dream), Good Neighbour, Karma Bank, Loaded Dice, Lucky Break, Misfire Master, Moneyclip Magnet, Shopper's Blessing, Healing Bond, Life Support, Natural Doctor, Pharmaceutical Probe, Postmortem, Psychic Surgery, Soothing Touch, Blood Healing, Controllable Lifebane, Invigoration, Pleasant Theft, Poison Charm, Schadenfreude, Social Vampire, Aerokinesis, Chill Factor, Gecko Grip, Hydrokinesis, Ignition, Small-Scale TK, Strong Blade, TK Tether, Umbrella,
  • Avatar, Deep Study, I Know What You Mean, Intimidation Factor, Ping, Synchronize, Tactical Reading, Bamf, Castling, Coin Trick, Exo-Draw, Expulsion, Inertia Control, That Extra Inch.

Comment[]

As a general rule of thumb perks are so minor that they really don't deserve their own page or categories. Many perks are or can be viewed as lesser versions of advantages. For example, Fractional Magery can be viewed a perk version of Magery.

References[]

  1. pg 11