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Point-Spending Quirks

Quirk

Power-Ups 6: Quirks · p.21

Open source p.21
-1 point

-1 point

If certain conditions require you to spend character points
on one of the options from p. B347 or GURPS Power-Ups 5:
Impulse Buys, that’s a quirk. You get your points’ worth as
usual, but you’ll find long-term growth slowed by mandatory
short-term purchases.
Below are two examples. In both cases, you must specialize
to a particular ability that requires a success roll. You can
make an obscure choice to avoid excessive payouts – but if the
GM requires a roll, you have to roll.
Successful at (Ability)
Whenever possible, you’ll spend any points necessary to buy
success on the roll for a particular ability. For example, if you
critically fail on a Traps roll but have Successful at Traps, you’ll
make it a success by spending 3 points (if you have them).
Unbelievable at (Ability)
Similar to Successful at (Ability), except that whenever you
succeed with a particular ability, you’ll spend the points required
to buy a critical success. (You don’t have to spend points to
ensure success in the first place, though!) This is less limiting
at lower skill levels, because you’ll rarely roll a success and
have to pay to upgrade to a critical success.
It’s possible to combine the Successful and Unbelievable
quirks. This means you’ll always spend the points needed to
turn any roll for the ability into a critical success.