A “quirk” is a minor feature that sets you aside from others. While it has a negative point value it is not necessarily a disadvantage. Some quirks can be very minor versions of mental or physical disadvantage.
These were expanded in GURPS Power-Ups 6
Fright[]
B162:
- You may take up to five quirks at -1 point apiece
B361 note 13:
- This is the only way to acquire more than five quirks.
Is Five Enough? on PU6p6 describes five as a "suggested limit" and references Gaining New Quirk on next page. The means described on GNQ:
- It is possible to end up with more than five quirks this way, and these don’t replace existing quirks or fill empty “quirk slots.”
voluntary fallout is discussed there, which:
- doesn’t lower point value and cannot normally result in more than five quirks.
Afflicting Quirks is also mentioned.
See also[]
- Changing Quirks in Play:
- Empty Quirk Slots
- Changing Existing Quirks
References[]
- Basic Set pg 162-165