Rules Exclusion
QuirkPower-Ups 6: Quirks · p.21
Open source p.21-1 point
Many optional rules change how GURPS
works in particular situations. The major-
ity are campaign options – either everybody
uses them or nobody does. However, if the
GM allows such a rule in the campaign but
you are excluded, that’s a quirk.
Examples include being unable to
invoke Buying Success or Player Guidance
(both p. B347), lacking one of the possibil-
ities under Extra Effort in Combat
(p. B357), not enjoying the protection of a
specific option in Cinematic Combat Rules
(p. B417), and having no access to an
advanced rule from a book like GURPS
Martial Arts or GURPS Thaumatology.
You cannot take a quirk that affects abili-
ties you lack; e.g., you must be a wizard
with spells to claim a point for being denied
a spellcasting trick. Even if you do have the right capabilities,
the excluded option must be something the GM allows at no
extra point cost to all PCs with such gifts or training.
The GM has the final say, and may forbid anything that
would get the PC killed. For instance, being excluded from
Flesh Wounds (p. B417) might be fine in a cinematic-but-non-
violent campaign, but would be a death sentence in a GURPS
Gun Fu game!