TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0129
  Version 1.0 – July, 2008
  ®
  Written by SEAN PUNCH
  Illustrated by DAN SMITH
  POWER-UPS
  PERKS 2
  TM
  
  INTRODUCTION . . . . . . . . . . . . . . . . . . . 3
  What Perks Are Included? . . . . . . . . . . . . . . . . . . . . . . 3
  How Were They Named? . . . . . . . . . . . . . . . . . . . . . . . 3
  How Are They Sorted? . . . . . . . . . . . . . . . . . . . . . . . . . 3
  How Many Should I Allow? . . . . . . . . . . . . . . . . . . . . . 3
  About the Author. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  THE PERKS . . . . . . . . . . . . . . . . . . . . . 4
  Appearance Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Combat Perks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Special Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Equipment Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Exotic Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Power Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Mental Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Physical Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Shticks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Skill Perks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Social Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Supernatural Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Unusual Background Perks . . . . . . . . . . . . . . . . . . . . 20
  INDEX . . . . . . . . . . . . . . . . . . . . . . . . 22
  About GURPS
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  Rules and statistics in this book are specifically for the
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  begin with B refer to that book, not this one.
  CONTENTS
  2
  CONTENTS
  Additional Material: Peter Dell’Orto, Shawn Fisher, Phil Masters, David Morgan-Mar, David Pulver, 
  William H. Stoddard, and Hans-Christian Vortisch
  Playtester/Useful Comments: Paul Chapman
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Power-Ups 2: Perks, Pyramid, and the names of all
  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, 
  or used under license. GURPS Power-Ups 2: Perks is copyright © 2008 by Steve Jackson Games Incorporated. All rights reserved. 
  The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, 
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  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  e23 Manager ❚ STEVEN MARSH
  Page Design ❚ PHILIP REED 
  and JUSTIN DE WITT
  Managing Editor ❚ PHILIP REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist ❚ NIKOLA VRTIS
  Prepress Checker ❚ WILL SCHOONOVER
  Marketing Director ❚ PAUL CHAPMAN
  Sales Manager ❚ ROSS JEPSON
  Errata Coordinator ❚ ANDY VETROMILE
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  
  There’s nothing quite like getting a bunch of bite-sized
  goodies for next to nothing – and perks fit the bill! As the Basic
  Set explains, a perk is a minor advantage that costs only 1
  point. Perks are penny candy for your PC.
  Despite being small and inexpensive, perks are big on fla-
  vor. Just a few can make an ordinary character concept extra-
  ordinary. This is to a great extent because perks are open to
  interpretation and rarely raise game-balance concerns, which
  encourages players and GMs alike to cast aside rules and con-
  sider personality.
  GURPS Power-Ups 2: Perks is simply a big list of perks
  that tries to hold true to all of these principles: flavor, flexibil-
  ity, and variety. Everything here has been checked for game
  balance. The GM must still exercise judgment, but we’ve made
  every effort to keep things sensible.
  Have fun!
  WHAT PERKS ARE
  INCLUDED?
  Power-Ups 2: Perks incorporates every perk published for
  GURPS as of spring 2008, including all the combat perks from
  GURPS Martial Arts, making it the “one-stop perk source.”
  But it isn’t just recycled material! It expands on the old perks,
  makes them more generic, and mixes them 50/50 with brand-
  new ones.
  The future holds more perks, of course, and perhaps further
  collections of perks. Until then, if you want a perk that isn’t
  here, use what is here as your guide. Swapping the rule, skill,
  or die roll that a perk modifies for another object of the same
  general type will usually yield a perk that – with minor tweaks
  – is balanced and sensible.
  HOW WERE THEY NAMED?
  Some perk names are utilitarian,
  others are whimsical, and still oth-
  ers have roots in the distant history
  of GURPS. The names mostly don’t
  matter as long as the players and
  GM know the rules that accompany
  each name. If you prefer functional
  perk names – or fanciful ones –
  then change the ones that don’t fit.
  And if a particular player really
  wants to rename a perk for his PC,
  more power to him – he’s getting
  into the spirit of things!
  HOW ARE THEY
  SORTED?
  Most people don’t especially like
  huge lists, so the perks (more than
  160 of them!) are sorted by type. If you prefer alphabetical
  order, see the index (p. 22).
  HOW MANY SHOULD
  I ALLOW?
  The GM decides how many perks PCs can have. Perks are
  minor traits, so it probably won’t break anything to set no limit.
  Like quirks, however, perks are characterization aids above all,
  and a character with scads of them risks coming across as scat-
  tered. As well, while the individual perks are reasonably bal-
  anced, it’s impossible to check every possible combination –
  and unlimited access means greater odds of some unantici-
  pated super-combo.
  A suggested limit, then, is one perk per 25 starting charac-
  ter points, excluding racial perks. This lets the typical 150-
  point starting PC purchase up to six perks, which seems about
  right next to five quirks. As always, the GM has the final say.
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become a particle
  physicist in 1985, ended up the GURPS Line Editor in 1995,
  and has engineered rules for almost every GURPS product
  since. During the GURPS Third Edition era, he compiled both
  GURPS Compendium volumes, developed GURPS Lite,
  wrote GURPS Wizards and GURPS Undead, and edited or
  revised over 20 other titles. With David Pulver, he produced the
  GURPS Basic Set, Fourth Edition, in 2004. His latest creations
  include GURPS Powers (with Phil Masters), GURPS Martial
  Arts (with Peter Dell’Orto), and GURPS Dungeon Fantasy 1-
  4. Sean has been a gamer since 1979. His non-gaming interests
  include cinema and wine. He lives in Montréal, Québec with
  his wife, Bonnie. They have two cats, Banshee and Zephyra,
  and a noisy parrot, Circe.
  INTRODUCTION
  3
  INTRODUCTION
  
  APPEARANCE PERKS
  These mundane perks shape your personal appearance. See
  Exotic Perks (pp. 9-12) for superhuman alternatives, Clothing
  Shticks (p. 14) for perks that influence how your clothing looks,
  and Social Perks (pp. 17-18) for perks that affect how others
  react to your social position rather than your looks.
  Classic Features†
  You have some well-defined set of features in spades. You
  might be markedly pale or tan, the epitome of blondes or red-
  heads, or a muscleman – or perhaps you have idealized Chi-
  nese or Irish or Orcish looks. Whenever you interact with an
  NPC who fancies those looks – due to a quirk, GM fiat, or a
  note in a published adventure – you function as one Appear-
  ance level higher, cumulative with any specified reaction
  bonus. For instance, if you’re a Classic Redhead with Average
  looks, an NPC with the quirk “Prefers redheads (+2 reactions)”
  would react to you at +2 for his quirk and another +1 because
  you count as Attractive.
  Forgettable Face
  You blend in. Your face is hard to pick out or remember.
  You get +1 to Shadowing in crowds, while others have -1 to
  rolls made to recognize you from a lineup or mug shots – or
  even to recall meeting you!
  You can’t have both Forgettable Face and Distinctive Fea-
  tures (p. B165). Unnatural Features (p. B22), and Appearance
  above Attractive or below Unattractive, are likewise off-limits,
  except when this perk is actually an exotic ability.
  Honest Face
  You simply look honest, reliable, or generally harmless.
  This has nothing to do with your reputation among those
  who know you, or how virtuous you really are! People who
  don’t know you will tend to pick you as the one to confide in
  – or not to pick you, if they’re looking for a potential crimi-
  nal or troublemaker. You won’t be spot-checked by customs
  agents and the like unless they have another reason to sus-
  pect you, or unless they’re truly choosing at random. You
  have +1 to trained Acting skill for the sole purpose of “acting
  innocent.”
  Passing Appearance†
  Regardless of your true ethnicity, race, or sex, your looks
  never trigger bigoted NPCs’ biases or Intolerance disadvan-
  tages (although your words might!). Moreover, if someone like
  you would normally have a Social Stigma in your setting, you
  lack that Stigma – and if the Stigma is racial, this perk acts as
  a small Unusual Background that lets you buy it off at the
  usual cost.
  You must specialize by type of looks. Two common 
  examples:
  Androgynous: With minimal effort, you can ensure that
  you’re mistaken for whatever sex is convenient. Above-average
  Appearance with the Androgynous modifier (p. B21) means
  you don’t need this perk.
  Passing Complexion: Your ethnicity isn’t readily apparent to
  onlookers.
  At the GM’s discretion, this perk is cinematic or even exotic
  if there’s no believable way to explain others mistaking your
  appearance.
  Photogenic
  You look great in posed, still photographs. Anyone looking
  at your picture reacts as if your Appearance were one level
  higher (if you already have Transcendent looks, you get
  another +1 to reactions). To look good in moving pictures, buy
  full-fledged Appearance.
  COMBAT PERKS
  These are minor advantages for veteran warriors. Regard-
  less of the campaign’s limit on perks, it’s recommended that
  the GM limit fighters to one combat perk per 20 points in com-
  bat, military, and/or police skills, and then allow one extra perk
  per 10 points spent on the skills and techniques of a combative
  character template, fighting style, or similar abilities package
  that offers combat perks. Combat-effective perks from other
  categories – notably Shticks (pp. 14-15), Skill Perks (pp. 15-17),
  and Unusual Background Perks (pp. 20-21) – count as combat
  perks for this purpose.
  THE PERKS
  4
  THE PERKS
  Special Properties
  This work uses three symbols to indicate special
  properties of perks:
  * – The perk is cinematic and only suits larger-than-life
  heroes. If it affects combat, the GM should restrict it
  to warriors who have Gunslinger (p. B58), Trained by
  a Master (p. B93), or Weapon Master (p. B99).
  † – The perk requires specialization by advantage, piece
  of equipment, rule, skill, task, technique, etc.,
  depending on exactly how it works. Read the descrip-
  tion and pick a suitable specialty. The perk has no
  effect outside that one narrow area.
  ‡ – The perk comes in levels, exactly like an advantage
  that comes in levels. Each level is effectively its own
  perk and costs 1 point, but for compactness’ sake,
  write it on your character sheet only once, along with
  level and total point cost; e.g., Courtesy Rank 3 [3].
  There’s something special
  about your looks.
  
  For further details, see GURPS High-Tech (which discusses
  firearms-related perks) and GURPS Martial Arts (which
  defines “fighting styles”).
  Acrobatic Feints
  You’ve practiced using gymnastics to catch enemies off-
  guard. You may use your Acrobatics skill to feint and may
  improve the Feint (Acrobatics) technique. The GM may allow
  similar perks for other noncombat skills: Dancing Feints for
  Dancing, Sexy Feints for Sex Appeal, and so on.
  Acrobatic Kicks
  You’ve learned to kick as a natural extension of flips, jumps,
  and spins. Roll against Acrobatics-2 to hit with a kick. Kicking
  techniques can likewise default to Acrobatics. Acrobatic kicks
  don’t receive Brawling or Karate damage bonuses, however.
  As with Acrobatic Feints, above, other skills may have
  related perks; e.g., Dancing Kicks for Dancing.
  Akimbo*†
  You’re not restricted by having two hands full of weapons.
  You can open doors, reload, and so forth without putting any-
  thing down. This doesn’t help you fight using a weapon in
  either hand – take Ambidexterity (p. B39), Dual-Weapon
  Attack (p. B230), and/or Off-Hand Weapon Training (pp. 16-
  17) for that. You must specialize by one-handed weapon skill.
  Armor Familiarity†‡
  You’re accustomed to fighting in armor. This perk comes in
  levels. Each level lets you ignore -1 in encumbrance penalties
  to attack or parry with Judo, Karate, or a fencing skill. For
  instance, two levels mean you have no penalty up to Medium
  encumbrance, -1 at Heavy, and -2 at Extra-Heavy. You must
  specialize by skill: Armor Familiarity (Judo), Armor Familiar-
  ity (Rapier), etc.
  Armorer’s Gift†
  You’ve practiced assembly and disassembly drills on a
  firearm until you can do it in your sleep. Roll against the rele-
  vant Armoury, Beam Weapons, Gunner, Guns, or Liquid Pro-
  jector specialty to accomplish this in record time: 10 seconds
  for a handgun, 30 for a long arm (e.g., rifle), or 60 for a sup-
  port weapon (e.g., rocket launcher). Conditions are unimpor-
  tant – you can do this upside down, blindfolded, underwater,
  etc. You also get +2 on rolls to clear malfunctions (p. B407).
  You must specialize by weapon skill.
  Biting Mastery
  You’ve learned a highly developed body of effective bites for
  close-quarters use. You may roll against Karate to attack with
  a bite and add its damage bonus to biting damage.
  Clinch†
  You’ve integrated limited grappling moves into your Box-
  ing, Brawling, or Karate skill – choose one. Whenever you
  grapple a standing opponent’s head, neck, or torso (only), use
  your striking skill for the attack roll. This is rarely worth the
  point if you already know a grappling skill!
  Combat Vaulting*†
  You can use a pole weapon to aid balance and make impres-
  sive vaults in combat. To benefit from this perk, you must first
  take a Ready maneuver to grip your weapon properly. After
  that, you may either add (Reach - 1) to combat uses of Acrobat-
  ics and Jumping, or add Reach to vertical or horizontal 
  Jumping distance – choose each turn. Returning to a fighting
  grip requires another Ready; learn Form Mastery (below) to
  make this a free action after a stunt. You must specialize by
  Reach 2+ pole weapon: Combat Vaulting (Halberd), Combat
  Vaulting (Long Spear), Combat Vaulting (Quarterstaff), etc.
  Cotton Stomach*
  You’ve learned to catch attackers’ hands and feet using your
  abdominal muscles (or rolls of fat!). Once per turn, you can
  attempt a standard unarmed parry against a punch or a kick to
  your torso, but using your body instead of a limb. Success lets
  you use a follow-up technique capable of trapping an attacker
  – e.g., Arm Lock – “hands-free.”
  This is a cinematic combat version of Hands-Free (p. 16).
  Dirty Fighting
  You’re talented at fighting dishonestly. You get +1 on suc-
  cess rolls for Dirty Tricks (p. B405) and similar improvised
  combat deceptions. The GM may extend this bonus to any
  feint or attack made before combat begins, or the first illegal
  blow you make under formal tournament conditions, if he
  feels that it represents a real “sucker punch” rather than a free
  combat bonus.
  Drunken Fighting*
  You’ve mastered the mythical art of fighting while intoxi-
  cated (see pp. B439-440). When you’re tipsy or drunk (p.
  B428), treat the -1 or -2 to DX as a +1 or +2 bonus in a fight.
  Penalties to IQ and self-control rolls apply normally!
  Dual Ready†
  You can use a single Ready maneuver to draw a weapon
  with either hand. Specialize by weapon combination in left
  hand/right hand order; e.g., Dual Ready (Axe/Pick) lets you
  ready an axe in your left hand and a pick in your right. This is
  mostly redundant if you can Fast-Draw those weapons – but
  not every weapon allows Fast-Draw.
  Exotic Weapon Training†
  Certain weapons have a built-in skill penalty due to their
  unusual balance relative to other weapons used with the same
  skill. You’ve trained enough with such a weapon that you no
  longer suffer this penalty. You must specialize by weapon; e.g.,
  Exotic Weapon Training (Three-Part Staff) to avoid -1 to Two-
  Handed Flail skill for the three-part staff (see GURPS Martial
  Arts).
  This is a combat form of Exotic Equipment Training (p. 9).
  Focused Fury*
  Unlike most fighters, you can combine Mighty Blows (p.
  B357) with All-Out Attack (Strong), improving its damage
  bonus to the higher of +2 per die or a flat +3. You can also do
  this with the Committed Attack (Strong) maneuver from
  GURPS Martial Arts, raising its damage bonus to the better of
  +1 per die or a flat +2. Either use costs 1 FP per attack.
  Form Mastery†
  When using a weapon that works with multiple skills, you
  must normally specify the skill you’re using once, at the start of
  your turn. You’ve practiced fluid shifts between forms and can
  change skills repeatedly, during your turn. For instance, you
  could start your turn using a spear with the Staff skill, switch
  to the Spear skill to attack, and then return to Staff for parry-
  ing. You must specialize by weapon: Form Mastery (Naginata),
  Form Mastery (Spear), etc.
  THE PERKS
  5
  
  Grip Mastery†
  Switching between one- and two-handed grips, or a regular
  grip and the Defensive Grip in GURPS Martial Arts, usually
  takes a Ready maneuver. You’ve practiced until this has
  become second nature. You can do either grip change (or both)
  as a free action once on your turn, before or after your maneu-
  ver. For instance, you could make a one-handed katana cut and
  end your turn in a two-handed Defensive Grip. Next turn, you
  could shift to a regular two-handed grip and attack. You must
  specialize by weapon; e.g., Grip Mastery (Katana).
  Ground Guard
  You know a body of tactics for use when you’re lying face-
  up, lying face-down, or crawling and your opponent is also
  in any of those postures. In that situation only, you get +1 in
  all grappling Contests – pins, chokes, attempts to break free,
  etc. If your foe knows Ground Guard, too, your bonuses can-
  cel out.
  Huge Weapons†‡
  You can use weapons that would normally be too large for
  your SM or ST. There are two specialties:
  Huge Weapons (SM): Add +1 to effective SM for the sole
  purpose of determining what weapons are “oversized” for you.
  Huge Weapons (ST): Add +1 to ST for the sole purpose of
  avoiding penalties for insufficient ST to use weapons. This
  never affects damage!
  You may take either or both twice, for double the benefit.
  “Big hands” is as likely an explanation as training; thus, this
  perk isn’t specialized by skill or weapon.
  Improvised Weapons†
  You’ve practiced fighting with everyday items. These
  weapons might be improvised for others but they’re familiar to
  you. Ignore skill penalties (only) when wielding them. You
  must specialize by combat skill. You can learn Improvised
  Weapons (Brawling) or Improvised Weapons (Karate) to use
  improvised fist loads effectively.
  Iron Body Parts*†
  You’ve toughened a body part through exotic exercises. This
  provides resistance to injury – either a bonus to resist harm
  from breaks and locks, or DR against strikes – and the right to
  buy optional abilities. Details depend on the body part, each of
  which is its own specialty:
  Iron Arms: You have +3 to ST and HT rolls to resist injury
  from Arm Lock, Wrench Arm, and the like. You may optionally
  purchase DR 1 or 2 (Partial, Arms, -20%; Tough Skin, -40%) [2
  or 4] or Striker (Crushing; Limb, Arm, -20%) [4].
  Iron Hands‡: You have DR 1 (Partial, Hands, -40%; Tough
  Skin, -40%) [1]. Once you’ve acquired this perk, you may elect
  to buy a second level of DR [1] and/or Blunt Claws [3].
  Iron Legs: You have +3 to ST and HT rolls to resist injury
  from Leg Lock, Wrench Leg, and similar techniques, and may
  optionally acquire DR 1 or 2 (Partial, Legs, -20%; Tough Skin,
  -40%) [2 or 4].
  Iron Neck: You have +3 to ST and HT rolls to resist injury
  from chokes, strangles, and Neck Snaps, and may optionally
  buy DR 1 or 2 (Partial, Neck, -50%; Tough Skin, -40%) [1 or 2].
  Naval Training
  You’ve trained at fighting on a rocking ship or boat. You
  may ignore the -2 to attack and -1 to defend for bad footing
  under those circumstances.
  Neck Control†
  You’re adept at striking from the clinch. You must special-
  ize by unarmed striking skill. Whenever you’ve grappled a
  standing opponent’s head, neck, or torso (only), you get +1 to
  hit when you strike that foe with your skill.
  One-Armed Bandit*†
  You can operate a lever- or pump-action long arm one-
  handed and without changing your grip. The gun’s RoF
  becomes 1. Roll against the appropriate Guns specialty before
  each shot. Failure wastes your turn; treat it as a Do Nothing
  maneuver. Critical failure means an immediate roll on the Crit-
  ical Miss Table (p. B556)! You must specialize by Guns skill.
  Pants-Positive Safety*
  You can carry a loaded, cocked firearm shoved
  through your waistband without any risk of acci-
  dental discharge – even if you leave the safety off!
  Peg-Leg Fighting*
  Prerequisite: Lame.
  You’ve developed fighting moves that exploit the
  lurching gait caused by your Lame disadvantage
  (p. B141). You suffer the usual effects of Crippled
  Legs or Missing Legs, but you may sideslip as an
  alternative to retreating, moving a yard to either
  side instead of away – for you, staggering off to the
  side is as effective as retreating! Moreover, your All-
  Out Attacks are wildly unpredictable and give
  opponents -1 to defend.
  Pistol-Fist*†
  You can roll against Beam Weapons (Pistol) or
  Guns (Pistol) – you must specialize – to pistol-whip
  people, and can parry melee attacks at (firearms
  skill/2) + 3.
  THE PERKS
  6
  
  Power Grappling
  You’re adept at applying force precisely when wrestling.
  Except when rolling to hit or for an active defense, you may opt
  to shift normally DX-based grappling rolls to ST. Moreover,
  whenever you make a ST roll that usually enjoys a ST bonus
  from Sumo Wrestling or Wrestling – e.g., the roll to break free
  – you may waive your bonus and attempt a ST-based Judo,
  Sumo Wrestling, or Wrestling roll instead.
  Quick-Sheathe†
  You’ve practiced holstering or sheathing your weapon
  quickly. A successful Fast-Draw roll shaves one second off the
  time needed to stow your weapon, reducing it from two 
  seconds to one in most cases. Specialties match those for Fast-
  Draw (p. B194): Quick-Sheathe (Knife), Quick-Sheathe (Pis-
  tol), etc.
  Quick-Swap†
  You’ve perfected the art of juggling a one-handed weapon
  between hands. Shifting a weapon to an empty receiving hand
  normally demands a Ready maneuver, but becomes a free
  action with this perk. Swapping two weapons between full
  hands normally takes two Ready maneuvers, but requires just
  one with Quick-Swap. You can use this perk once per turn, on
  your turn.
  You must specialize by one-handed weapon skill: Quick-
  Swap (Pistol), Quick-Swap (Rapier), etc. If two different
  weapons are involved, you need this perk for both skills.
  Rapid Retraction†
  You punch or kick so quickly that it’s difficult for opponents
  to trap your limb. You get +1 on all rolls to avoid such tech-
  niques as Arm Lock and Leg Grapple when they follow an
  enemy parry. You must specialize in Rapid Retraction
  (Punches) or Rapid Retraction (Kicks). The GM may allow
  Rapid Retraction (Bites) for nonhumans.
  Razor Kicks
  You can hold a shuriken, straight razor, or tiny knife
  between your toes while kicking barefoot, enabling your kick
  to inflict thrust-1 cutting damage, plus bonuses for unarmed
  combat skill. A special variant is available if you have High-
  Heeled Heroine (p. 14):
  High-Heeled Hurt*: You can kick with high-heeled footwear,
  dealing thrust-1 large piercing damage, plus unarmed skill
  bonuses.
  Reach Mastery†
  Changing Reach with certain long weapons covered by the
  Kusari, Polearm, Spear, Two-Handed Axe/Mace, Two-Handed
  Flail, or Whip skill requires a Ready maneuver. You’ve prac-
  ticed until this has become second nature. You can change
  Reach as a free action once on your turn, before or after your
  maneuver. You must specialize by weapon; e.g., Reach Mastery
  (Glaive).
  Sacrificial Parry†
  You’re adept at protecting less-capable or exposed allies.
  You can sacrifice a parry defense to parry an attack on an ally
  standing beside you within your weapon’s Reach. You must
  specialize by melee combat skill.
  Secret Styles*‡
  You can make your fighting moves more effective by shout-
  ing out their names before executing them: “Dragon’s Claw,”
  “Eagle’s Beak,” etc. Doing so before an attack gives your foe -1
  to defend against it, while doing this before an active defense
  gives you +1 to defend. If attacker and defender both do this,
  the modifiers cancel out. You may use each Secret Style perk
  just once per battle.
  Shield-Wall Training
  You’ve drilled extensively at fighting from behind a shield
  wall. You can sacrifice your block defense to block an attack on
  an ally standing beside you. Furthermore, you may ignore the
  -2 to attack when holding a large shield (p. B547).
  Shoves and Tackles†
  You’ve trained at using a melee weapon to press and over-
  bear the enemy. Whenever you make an armed shove or slam –
  whether a shield rush (p. B372) or one of the long-weapon
  options in GURPS Martial Arts – add a damage bonus similar
  that which Sumo Wrestling gives unarmed shoves and slams:
  +1 per die at skill DX+1, or +2 per die at DX+2 or better. You
  must specialize by Melee Weapon skill.
  Special Setup†
  Certain techniques require a specific “setup” before execu-
  tion. You’ve learned an alternative setup. Your specialty must
  name one technique and spell out the change. For instance, if
  you can use Arm Lock after a Karate parry instead of after a
  Judo parry, you have Special Setup (Karate Parry > Arm Lock).
  Strongbow
  You’ve learned how best to draw a heavy bow. If you know
  Bow at DX+1, you can shoot a bow of your ST+1 instead of
  your ST. Bow at DX+2 or better lets you use a bow of your
  ST+2. You need a strong bow to see range and damage
  improvements; there’s no effect when shooting a bow of your
  ST or less.
  Similar perks may exist for weapons that require a mini-
  mum ST to cock rather than to draw or shoot. For instance:
  Crossbow Finesse: You’ve learned to optimize leverage when
  cocking a crossbow. If you know Crossbow at DX+1, add +1 to
  ST for the sole purpose of cocking crossbows. If you have it at
  DX+2 or better, add +2.
  Style Familiarity†
  Style Familiarity means you’ve studied and/or practiced a
  fighting style; for the full ramifications, see GURPS Martial
  Arts. Paying a point to be familiar with a style gives the follow-
  ing benefits:
  • You can acquire the style’s combat perks, learn its cine-
  matic skills (provided that you have Trained by a Master or
  Weapon Master), improve its techniques whenever you have
  the points, and in some cases buy “optional traits” that are gen-
  erally off-limits to PCs. For that one style, Style Familiarity
  serves as a global Unusual Background perk (p. 20) for all of
  these things.
  THE PERKS
  7
  You can make your fighting
  moves more effective.
  
  • You’re familiar with the style’s culture and don’t suffer the
  -3 for lack of Cultural Familiarity when using such skills as
  Connoisseur (Weapons), Games, Savoir-Faire (Dojo), or Teach-
  ing to interact with co-stylists.
  • In most settings, you have the equivalent of a 1-point
  Claim to Hospitality (p. B41) with a school or an instructor.
  • If your opponent has studied one or more styles and you
  have Style Familiarity with them all, you may reduce the
  defense penalty from his feints and Deceptive Attacks by -1.
  You’re aware of his styles’ tricks and tactics!
  Sure-Footed†
  You’ve studied low, stable stances for fighting on unfavor-
  able ground. This lets you ignore the -2 to attack and -1 to
  defend for a specific type of bad footing:
  Sure-Footed (Ice): Frozen puddles, lakes, etc. – and waxed
  floors!
  Sure-Footed (Sand): Beach or desert.
  Sure-Footed (Slippery): Mud, oil, and blood (but not grap-
  pling a slippery opponent).
  Sure-Footed (Snow): Snow, loose or packed.
  Sure-Footed (Uneven): Rocks, corpse piles, etc.
  Sure-Footed (Water): Water no more than waist-deep.
  The GM may allow others. See, for example, High-Heeled
  Heroine (p. 14) and Naval Training (p. 6).
  Sure-Footed doesn’t aid DX in general, or Move. For that,
  buy Terrain Adaptation (p. B93).
  Teamwork†
  You’ve practiced fighting in a team. To use Teamwork,
  everyone in the squad must take a Ready maneuver to “form
  up.” After that, the entire group acts at the same point in the
  combat sequence as its slowest member. On the team’s collec-
  tive turn, each member may choose his actions freely. The sole
  requirement is that after everyone in the original formation
  has taken his turn, they’re all still adjacent to one another (in
  adjoining hexes). If anyone gets separated, the team must form
  up again – with or without the straggler.
  A fighter who’s formed-up may:
  • Brace a teammate in front of him and within a yard,
  adding 1/5 (round down) of his ST or HP, as applicable, to his
  ally’s score when his friend resists a slam (p. B371), executes a
  shove (p. B372), or suffers knockback (p. B378). This is a free
  action.
  • Feint and transfer the benefits to another teammate who
  can reach the same foe.
  • Ignore the -2 to attack enemies in close combat with team-
  mates (p. B392).
  • Sacrifice a parry or a block to defend a teammate behind
  him from a long weapon or missile that passes within a yard
  (through his hex).
  You must specialize in working with a particular small
  group (e.g., an adventuring party). Only those with the same
  specialty can form up and enjoy these benefits.
  Trademark Move†
  A Trademark Move is a prescription for a full turn’s worth
  of combat actions. Write down every detail when you buy it;
  e.g., “All-Out Attack (Strong) using Broadsword, for 2d+3 cut-
  ting, thrown as a Rapid Strike with a chop to the neck, at skill
  13, followed by a Deceptive slash at the torso giving -2
  defenses, at skill 14.” Damage and attack rolls can improve
  with ST, DX, and skill, but all weapons, maneuvers, combat
  options, and hit locations remain fixed. In return for commit-
  ting a point to such a specific move, you’re at +1 on all skill
  rolls made to execute it exactly as written – no substitutions.
  A Trademark Move must be distinctive – no “Attack with
  Broadsword to torso.” The GM is free to forbid one that isn’t!
  Unarmed Parry†
  You’ve adapted armed parrying motions to the empty hand.
  This lets you use a Melee Weapon parry – unmodified by a
  weapon’s Parry stat – as your unarmed parry. You’re at -3
  against non-thrusting weapons and risk hand injury if you fail;
  see Parrying Unarmed (p. B376). You must specialize by Melee
  Weapon skill; Unarmed Parry (Rapier) is most common, and
  used while wearing a mail glove. If you also want to strike,
  learn Boxing, Brawling, or Karate instead.
  Weapon Adaptation†
  You’ve adapted the moves used with one group of melee
  weapons to another class of weapons. This lets you wield the
  weapons covered by one weapon skill using a different skill
  and its techniques, with all of the benefits and drawbacks of
  that skill, provided the replacement skill defaults to the usual
  one at no worse than -4 and uses the same number of hands.
  Each adaptation is a separate perk; e.g., Weapon Adaptation
  (Shortsword to Smallsword) lets you use the Smallsword skill
  to fight when equipped with a Shortsword weapon – complete
  with fencing parries, superior retreats, and encumbrance
  penalties.
  In a cinematic campaign, the GM may permit any adapta-
  tion, even Knife to Halberd. He might also allow adaptation of
  Reach C weapons to unarmed skills – e.g., Knife to Karate –
  complete with unarmed damage bonuses.
  EQUIPMENT PERKS
  Equipment perks grant improved access to gear and/or
  make specific items or classes of items work better. For perks
  that reflect built-in equipment, see Accessory (p. 10).
  Better (Gear)†
  You can obtain gear that’s slightly better than run-of-the-
  mill items in your world – although still of the prevailing TL.
  Perhaps you invented the process or bought from a limited
  production run. You must specialize by narrow category: Bet-
  ter Pistols, Better Powerstones, Better Rapiers, etc.
  You must acquire the equipment with starting money or as
  Signature Gear. The GM determines the benefits. Many
  GURPS supplements offer options to improve the looks, dura-
  bility, or weight of gear, and the GM may allow a one-step
  improvement in a single category (but not for quality – good,
  fine, etc.). For items with introduction dates, like guns in
  GURPS High-Tech, you might instead have early access to
  prototypes. Otherwise, the GM may allow stats commensurate
  with hardware worth 50% more than what you spent.
  Cheaper (Gear)†
  You can buy one category of gear more cheaply. Explain
  why: “in” with a dealer, guild membership, belong to a race
  that favors its own, etc. If you can’t exploit these ties – e.g.,
  you’re buying guns from a Tennessee shop, not Yuri the Russ-
  ian – you pay full price.
  THE PERKS
  8
  
  The discount depends on scope:
  Broad Category (ground vehicles, dwarven goods, guns):
  10%.
  Large Subcategory (cars, dwarven weapons, rifles): 20%.
  Small Subcategory (sports cars, dwarven blades, sniper
  rifles): 30%.
  Specific Class (Italian sports cars, dwarven axes, Russian
  sniper rifles): 40%.
  The GM may allow another 10% off if such purchases are
  hard to set up (e.g., you must journey to the Pixie Lands).
  Halve the final discount for items worth more than campaign
  starting money (e.g., spacecraft).
  If both Better and Cheaper Gear would apply, you must
  choose one per acquisition.
  Doodad*‡
  This perk comes in levels. Each instance lets you use one
  Gizmo (p. B57) per game session – but only to reveal a nearly
  insignificant item that’s ubiquitous in your setting but that you
  didn’t say you had. This limits you to things like books of
  matches, dead rats, packets of gum, pencils, etc.
  Equipment Bond†
  You own a piece of equipment (e.g., sensor or vehicle) or a
  kit (tool, medical, etc.) that’s uniquely suited to you. You must
  acquire it with cash or as Signature Gear. When you use it, you
  get +1 to the skill associated with that equipment, regardless of
  the gear’s actual quality. This is cumulative with any bonus
  inherent to the hardware.
  This perk reflects the fact that you’re used to your stuff; in
  the case of a kit, you might even have assembled the contents.
  If you lose that particular item, you lose the perk. You can
  acquire a new Equipment Bond in play, however.
  Exotic Equipment Training†
  Certain equipment – fancy cameras and musical instru-
  ments, experimental jets, etc. – has a built-in skill penalty due
  to complex controls or unusual balance rather than poor qual-
  ity. You’ve trained enough that you don’t suffer this penalty.
  You must specialize by particular piece of hard-to-use gear;
  e.g., “F-102 jet fighter.” This perk applies whenever you oper-
  ate any item of that class; it isn’t particular to your personal
  example.
  See Exotic Weapon Training (p. 5) for the combat version.
  Intuitive Repairman†
  You can maintain something of yours – typically electron-
  ics, vehicles, or weapons – without needing formal repair
  skills. You must specialize by particular item; e.g., “My ’76
  Dodge Ram.” Roll against IQ instead of Armoury, Electrician,
  Electronics Repair, Machinist, or Mechanic to fix or install
  standard accessories on your equipment. To do custom work
  or maintain an identical item that isn’t yours, you’ll need
  actual skills.
  This perk is inefficient for two or more pieces of gear that
  require a single repair skill between them. Such skills are IQ/A,
  so spending the 2 points on one of them would give IQ level for
  all purposes.
  Suit Familiarity†
  You’ve learned to compensate for the limitations of a bulky
  environment suit and may ignore its DX penalties. The Envi-
  ronment Suit skill (p. B192) still sets an upper limit on effec-
  tive skill – you just don’t suffer extra DX penalties. You must
  specialize by Environment Suit skill: Suit Familiarity (Diving
  Suit), Suit Familiarity (Vacc Suit), etc.
  Supersuit*
  Prerequisite: Superhuman abilities.
  You have a costume that’s compatible with your superhu-
  man abilities. You won’t damage it by using them, and if your
  body changes size, form, or substance, it changes with you.
  Weapon Bond†
  You own a weapon that’s uniquely suited to you. Its quality
  might be no better than normal, but when you use it, you’re at
  +1 to effective skill and all techniques based on that skill. This
  isn’t a supernatural attunement, nor does it require a specially
  modified weapon; it’s a matter of balance, fit to your hand, and
  intimate familiarity.
  You can have a bond to a weapon of any type or quality. The
  bond changes neither the weapon nor its price. If you lose the
  weapon, you lose this perk – although you can buy a new
  Weapon Bond in play. To avoid such fates, buy the weapon as
  Signature Gear.
  EXOTIC PERKS
  Exotic perks are subject to the restrictions on exotic advan-
  tages (p. B32). Typically, they have one of these explanations:
  •Cybernetics, genetic engineering,
  magical transformation, etc. What’s
  possible depends on the alterations
  available in your game world.
  •
  Racial 
  templates 
  for 
  nonhumans, 
  robots, 
  etc. 
  This 
  doesn’t grant general access to exotic
  perks – just the ones on the template.
  • Superhuman powers; see Power
  Perks (p. 11).
  See GURPS Bio-Tech and GURPS
  Supers for other low-cost exotic
  traits, including 0-point features, fur-
  ther details on these perks, and 2- and
  3-point advantages.
  THE PERKS
  9
  
  Accessory†
  Your body incorporates a useful gadget that provides minor
  benefits not covered by a specific advantage. You might even
  be an item of the specified type, built on points; e.g., an intelli-
  gent magical harp would list Accessory (Harp) among its
  perks. The following Accessories are usually acceptable, pro-
  vided that you’re big enough to contain (or be) the item:
  • Everyday household or office equipment in your setting:
  Cigarette Lighter, Fan, Flashlight, Laser Pointer, Stereo Sys-
  tem, Vacuum Cleaner, etc.
  • Specialized tool or electronic device of your personal TL
  or less. Low-tech options are things like Hammer, Pick, and
  Shovel. High-tech tools are more interesting. Testing and diag-
  nostic instruments like Dosimeter, pH Meter, and Ultrasound
  Scanner are valid perks. A Hypo perk can carry a single dose
  of a drug (bought normally). The Mini Tool Kit, Micromanip-
  ulators, and Molecular Manipulators perks let you make trivial
  repairs on items of the appropriate scale, regardless of the skill
  needed.
  • Kit of basic equipment for a single skill of your personal
  TL: Cleaning Equipment (for Housekeeping), Climbing Line
  and Grapnel (Climbing), First Aid Kit (First Aid), Lockpicks
  (Lockpicking), Medical Gear (Physician), Surgical Instruments
  (Surgery), etc. If the skill requires a specialty, so does your kit.
  Equipment good enough to grant a skill bonus cannot be an
  Accessory.
  • Computer. This can run the utility software standard for
  ordinary desktop or smaller computers in your setting – word
  processor, spreadsheet, e-mail, games, etc. It can’t run software
  good enough to grant advantages or skill bonuses, or real-time
  combat aids like targeting programs. The GM may set a Com-
  plexity limit. A suggestion is (SM + TL - 5); e.g., a SM 0 person
  at TL9 could at most implant a Complexity 4 computer.
  • Any of the above for others to use: Biomonitor gives
  medics +2 to skill rolls to treat you; Terminal lets allies use
  your Accessory (Computer); Video Display enables you to dis-
  play images received via your Telecommunication advantage
  (or stored in your mind, if you have Digital Mind); and Wet Bar
  is great fun, even if refills get expensive!
  • Nanotech that exists in your setting and doesn’t grant
  effects expressible as a full-fledged advantage.
  • One-shot weaponry (e.g., a rocket in a finger) that
  requires repair skills to reload. A reusable, reloadable weapon
  requires a full-fledged Weapon Mount (p. B53).
  • Vehicle component that doesn’t emulate an attack,
  defense, ranged sensor, or full-featured communicator: Air-
  lock, Headlights, IFF Transponder, Siren, Tow Cable, etc.
  Many Accessory perks ape other exotic perks; e.g., climbing
  equipment is Climbing Line (below), a fan is Air Jet (below),
  flashlights and headlights are Illumination (below), a cigarette
  lighter is Ignition (below), a mirror is Periscope (p. 11), and a
  shovel is Burrower (below).
  The above lists aren’t exhaustive – they’re intended strictly
  as examples!
  Air Jet
  You can project a constant stream of air strong enough to
  scatter dust and extinguish candles at two yards. This might be
  a respiratory feature, a magical gift, or the result of air powers.
  It has no combat effect.
  Burrower
  You can dig with your body as if equipped with a shovel.
  See Digging (p. B350) for speed; this is almost certainly slower
  Tunneling (p. B94).
  Climbing Line
  You can generate a climbing line at will, in the form of a silk
  thread, spider web, or similar. This gives you improved climb-
  ing ability (p. B349) and can also be used with Swinging (p.
  16). Buy Binding (p. B40) if you want to entangle foes.
  Cross-Species Surrogacy†
  Prerequisite: Female.
  You can carry implanted embryos of certain other species
  to term. This might only work for closely related species, or it
  might be more general.
  Extreme Sexual Dimorphism
  You have exaggerated primary male or secondary female
  sexual attributes. This gives +1 to Sex Appeal – but also +1 to
  others’ attempts to identify you, and -1 to Disguise or Shadow-
  ing when trying to remain anonymous.
  Feathers
  You have feathers. These prevent sunburn and help shed
  water, eliminating up to -2 in penalties for being wet – notably
  for Cold (p. B430).
  Fur
  You have fur. This prevents sunburn and serves as an
  Unusual Background justifying Damage Resistance 1-3 (p.
  B46), Spines (p. B88), and/or Temperature Tolerance 1-3 (p.
  B93), depending on the fur. You must buy these other traits
  separately.
  Generator
  You can produce a steady flow of direct current, not unlike
  a battery. Your maximum sustained power output in watts
  equals your Basic Lift in pounds before considering any ST-
  modifying advantages or enhancements. For short-term exer-
  tions, make a ST roll to perform such feats as turning over a
  car’s engine.
  Ignition
  You can produce a small spark that can light candles, fuses,
  lanterns, tinder, and other Highly Flammable or Super-Flam-
  mable material (p. B433) with a touch. You can inflict 1 point
  of burning damage by touch, once per object.
  Illumination
  You can emit light from your body. This could be due to
  light powers, a supernatural nimbus, cool flame, or built-in
  lamps. This is usually equivalent to a flashlight (a narrow 10-
  yard beam) or a torch (lights a 2-yard radius) – but for vehicles
  built as characters, it’s as bright as the headlights standard on
  a vehicle of that type.
  THE PERKS
  10
  The lists aren’t exhaustive –
  they’re intended strictly as
  examples!
  
  Immunity to (Specific Hazard)†
  As a realistic trait, this means you’re totally immune to an
  extremely rare or specific metabolic hazard that DR wouldn’t
  affect; e.g., Immunity to Gas Narcosis.
  As a fantasy trait, you – or your race – are immune to the
  damaging environmental hazards of one specific locale or
  narrow type. The operative words here are “specific” and “nar-
  row”! Not “Immunity to Fire” or “Immunity to Corrosives,” or
  even “Immunity to Lava” or “Immunity to Acid,” but things
  like “Immunity to Mount Doom” (if you’re adapted to one spe-
  cific volcano) or “Immunity to Swamp Acid” (if your world’s
  fantasy acid swamps don’t harm you).
  Immunity to (Specific Poison)†
  You’re totally immune to one specific poison – it simply
  has no effect on you.
  Limited Camouflage†
  Your surface (fur, paint job, skin, etc.) blends in with a
  particular terrain or vegetation type, giving +2 to Camou-
  flage and Stealth when posed still and unclad against a
  suitable backdrop. For instance, a gargoyle with Limited
  Camouflage (Stone) would get a bonus next to a rock face
  (and possibly +2 to Acting to “impersonate” statuary!),
  while a tiger with Limited Camouflage (Jungle) would be
  hard to see in his wilderness home.
  Long Fingers/Thumbs
  You don’t have Claws (p. B42), but your digits are long
  enough that when you target the eyes with a barehanded
  strike or eye gouge, you get the ¥4 wounding modifier for
  the skull. If you have Talons or Long Talons, you don’t need
  this perk.
  No Degeneration in Zero-G
  Races that evolved in a gravity field suffer from a slow
  loss of bone density when they live in microgravity or zero
  gravity. Without special exercises or treatments, they must
  roll vs. HT every six months. Failure indicates a loss of one
  point of ST; critical failure gives Vulnerability (Crushing
  ¥2) [-30]. This perk grants immunity to these rolls.
  No Visible Damage*
  Prerequisite: Unkillable.
  Regardless of your injuries, you don’t look wounded
  until you reach -10¥HP. You can be crippled, but your
  limbs can’t be amputated and your eyes can’t be put out –
  crippling injury leaves them in place but nonfunctional.
  Parthenogenesis
  Prerequisite: Female.
  You can trigger pregnancy by inducing voluntary hor-
  monal changes via biofeedback, or by taking a pill. The
  fetus is effectively your clone. This is a perk if you can also
  use sexual reproduction; it’s 0-point feature if you can only
  reproduce this way.
  Perfume
  Your body generates its own natural scent, which most
  people find pleasing. You have +1 on reaction rolls where a
  pleasant smell makes a difference.
  Periscope
  You’re able to bend or reflect light, either with a material
  object (making this perk an Accessory) or using a light-control
  power, so that you can see over obstacles and around corners.
  This requires continuous Aim maneuvers, and you can’t see
  directly in front of you while doing so.
  Pressure-Tolerant Lungs†
  Your lungs and other organs can handle a wider range of
  atmospheric pressures than an ordinary human’s. Add either
  thin or dense atmospheres to the range of pressures you can
  breathe without penalty, and shift the penalties for thinner or
  denser atmospheres, respectively, by one class; see Atmospheric
  Pressure (p. B429).
  THE PERKS
  11
  Power Perks
  Individuals with superhuman powers can use perks to rep-
  resent their powers’ most trivial abilities. Perks defined as part
  of a power are subject to the power’s limitations but get the
  benefit of the power’s Talent on any rolls required to use them.
  For inspiration, here’s a modest selection of perks for a few
  powers from GURPS Powers:
  Air: Accessory (Vacuum Cleaner), Air Jet, Perfume, and
  Pressure-Tolerant Lungs.
  Animal Control: Call of the Wild, Feathers, Fur, Good with
  (Animal), Limited Camouflage, Pet, and Scales.
  Body Alteration: Compact Frame, Extreme Sexual Dimor-
  phism, Hands-Free, Iron Body Parts, Limited Camouflage,
  Long Fingers/Thumbs, Natural Pockets, No Visible Damage,
  Striking Surface, and almost any Appearance perk – any of
  them Switchable.
  Body Control: Acceleration Tolerance, Chi Resistance, Con-
  trollable Disadvantage (physical), Cotton Stomach, Focused
  Fury, Iron Body Parts, Parthenogenesis, Reproductive Con-
  trol, Rinse, Sanitized Metabolism, and Special Exercises.
  Death: Brotherhood (Zombies or similar undead), Carrier,
  Covenant of Rest, Dramatic Death, Immunity to (Specific Dis-
  ease or Specific Poison), and Rest in Pieces.
  Healing: Medical Accessory perks like First Aid Kit, Hypo,
  Medical Gear, and Surgical Instruments.
  Illusion: Illumination, Limited Camouflage, Perfume, and
  Appearance perks, possibly made Switchable.
  Life: Covenant of Rest, Parthenogenesis, Reproductive
  Control, and Rest in Pieces.
  Light: Illumination, Periscope, and Robust Vision.
  Magic: Almost any supernatural perk pertaining to magic.
  Sound/Vibration: Accent, Accessory (Stereo System or
  Ultrasound Scanner), Extended Hearing, Penetrating Voice,
  and Robust Hearing.
  Telepathy: Brotherhood, Controllable Disadvantage (men-
  tal), Good with (Social Group), and Influence Shticks.
  In this case, Accessory perks don’t represent physical gadg-
  ets but the ability to emulate their effects.
  In addition, any power that can generate webs or vines
  might have Climbing Line and Swinging. The Rule of 17 perk
  fits powers with many resisted abilities. Sartorial Immunity
  suits powers that generate force fields capable of protecting
  against fuss and muss. And supers often justify Clothing
  Shticks and Supersuit via powers.
  
  Racial Gifts†
  This is strictly a racial perk.
  You can buy a specific set of
  exotic 
  and/or 
  supernatural
  advantages that are allowed but
  not mandatory for your race,
  but off-limits for most other
  races in your setting. For
  instance, if you belong to a
  demonic species that’s superfi-
  cially human but sometimes has
  Claws, Innate Attacks, Strikers,
  and/or Teeth, then your race
  might have “Demonic Gifts.”
  The GM lists the optional
  advantages 
  and 
  decides
  whether you can buy them in
  play. He might waive this perk
  for a race whose extra options
  aren’t all that remarkable – or
  require one perk per advantage
  for powerful, rare abilities.
  Reproductive Control†
  Prerequisite: Female.
  This perk comes in two 
  versions:
  Fertility Control: You can
  control your fertility. Adjusting
  hormone levels takes about a
  day.
  Reabsorption: 
  You 
  can
  absorb an early fetus back into
  the womb. Make a Will roll to
  cancel the pregnancy.
  Rinse
  You can moisten the exterior
  of your body at will, becoming
  damp enough to negate ongo-
  ing damage due to Cyclic (pp.
  B103-104) contact effects. You
  can extinguish flame if you’re
  on fire, flush away acid or poi-
  son, and so on. Each use costs 1
  FP that you can only recover if
  you have access to water; see Dehydration (p. B426).
  Sanitized Metabolism
  You’re totally clean. Your body produces minimal, sani-
  tized waste products, and you never suffer from bad breath,
  excessive perspiration, or unsightly skin problems. This gives
  -1 to attempts to track you by scent and +1 to reaction rolls
  in close confines (cramped spaceships, submarines, eleva-
  tors, etc.).
  Scales
  You have scales. This prevents sunburn and serves as an
  Unusual Background for Damage Resistance 1-5 (p. B46),
  which you must buy separately.
  Striking Surface
  Prerequisite: Damage Resistance 3+ without
  Flexible, Force Field, or Tough Skin.
  You have a hard body surface that increases
  barehanded damage. Your punch counts as
  having brass knuckles and your kick works as if
  wearing heavy boots. This gives +1 to damage.
  If you can’t turn this off, there are no additional
  effects; if you can switch it off and on, your perk
  is hidden when not in use but you suffer Bad
  Grip 3 while using it (such control usually exists
  for a reason!).
  MENTAL PERKS
  These mundane perks are skill-like – learn
  them using the rules for skills (pp. B292-294).
  Where it matters, treat ordinary Cultural Famil-
  iarity (p. B23) as a mental perk, too.
  Accent†
  Prerequisite: Relevant Language at Broken or
  better spoken comprehension.
  You’ve practiced an accent for a particular
  Language advantage until it has become second
  nature. You never have to make the rolls under
  Accents (p. B24) for this. If your comprehension
  is Broken or Accented, though, you’ll come
  across as uneducated, giving -3 or -1, respec-
  tively, to impersonate a sophisticated or intellec-
  tual individual (but +1 to impersonate a rube!).
  Autotrance
  You can enter a trance at will. This requires
  one minute of complete concentration and a
  successful Will roll, at -1 per additional attempt
  per hour. This trance gives +2 on rolls to contact
  spirits, etc. You must make a Will roll to break
  your trance. If you fail, you can try again every
  five minutes.
  Call of the Wild*
  Prerequisite: Animal Empathy.
  Your attunement with beasts lets you ignore
  up to -5 in penalties when you use skills such as
  Animal Handling on frightened, man-eating, mutant, or wild
  animals. If there’s a real animal in there, you can treat it more-
  or-less like a tame one, provided that you have appropriate
  skills.
  Controllable Disadvantage†
  You can inflict one specific mental disadvantage on yourself
  by making a Will roll, at -1 per additional attempt per hour.
  Valid options include Callous (benefits Intimidation), Easy to
  Read (helpful for convincing others you’re telling the truth
  when you really are), Flashbacks (to fake insanity), and Split
  Personality (for impersonations that can get past a psych eval-
  uation). Berserk is off-limits – it already includes similar rules
  of its own.
  THE PERKS
  12
  
  Eye for Distance
  You can accurately gauge distances within line of sight
  without using tools. Error is around 5%; where relevant, the
  GM will secretly roll 2d-7 for the percentage, keeping negative
  numbers. The only combat effect is that you don’t need a
  rangefinder to benefit from rules that require one.
  Focused (Task)†
  You get +3 on success rolls for a specific, lengthy noncom-
  bat task – at the cost of -5 to rolls for everything else, much as
  if you had Single-Minded (p. B85). Focused is only allowed for
  tasks where both modifiers regularly matter; e.g., Focused Dri-
  ver might give +3 to Driving but -5 to Area Knowledge and
  Navigation, and Perception rolls to notice road signs. The GM’s
  word is final.
  Good with (Animal)†
  You have the Animal Empathy advantage (p. B40) for one
  specific species – dogs, horses, whatever.
  Good with (Social Group)†
  You enjoy the Sensitivity advantage (p. B51) – an IQ-3 roll
  to sense intent and +1 to Detect Lies and Psychology – when
  dealing with one specific group: kids (anyone under 12 years of
  age), old folks (adults over 65), wizards, etc. “Men” and
  “women” are much too broad for this purpose!
  Headhunter
  You’re good at finding potential employees. You get +2 to
  the rolls under Finding a Hireling (p. B517). This is only useful
  in campaigns where the PCs regularly need to recruit troops,
  staff their base, etc.
  Job Hunter
  This is like Headhunter, above, but the shoe is on the other
  foot: you’re an expert at finding work. You get +2 to the rolls
  under Finding a Job (p. B518). This only matters if the GM
  makes jobs and income a meaningful part of the campaign.
  One-Way Fluency†
  For Languages (pp. B23-25), spoken comprehension by
  default specifies one’s ability to speak and understand a
  tongue. It’s common to be able to understand but not speak a
  language, however – and rarely, someone can speak by making
  sounds without knowing their meaning. Either is a perk, writ-
  ten as, for instance, One-Way Fluency (Understands French) or
  One-Way Fluency (Speaks French). Effective comprehension is
  Accented – or Native, if you have Language Talent – and no IQ
  roll is required.
  One-Way Literacy†
  This works like One-Way Fluency, above, but for written
  language. For instance, One-Way Literacy (Reads French)
  would let you read French at the Accented level but not write
  it, while One-Way Literacy (Writes French) would do just the
  opposite.
  Patience of Job
  You can withstand physical nuisances with ease; for
  instance, you could spend hours in a mosquito-infested swamp
  without scratching or swatting. You may ignore up to -2 in
  penalties for such distractions on long tasks (at least an hour);
  e.g., on Stealth rolls when crawling through 100 yards of net-
  tles and biting ants.
  Rule of 15
  A Fright Check normally fails on any roll of 14+, regardless
  of modified Will; see The Rule of 14 (p. B360). This perk means
  you only fail on 15+. Will and bonuses (like Fearlessness) must
  total 14+ for this to be useful, of course!
  PHYSICAL PERKS
  Some of these mundane perks might be “learnable” via
  exercises, at the GM’s option.
  Acceleration Tolerance
  You get +3 to HT rolls to resist the effects of high accelera-
  tion (p. B434).
  Alcohol Tolerance
  Your body metabolizes alcohol with remarkable efficiency.
  You can drink steadily for an indefinite period with no major
  detrimental effects. Binging affects you as it would anyone else.
  You get +2 on all HT rolls related to drinking.
  Carrier†
  You have a non-disadvantageous form of Social Disease (p.
  B155) where the ailment – choose one – doesn’t visibly afflict
  you. This lets you undetectably infect others via social contact
  (see Contagion, p. B443), which can be useful for long-term
  biological warfare. Short-term, diseases inflicted this way
  cause nothing worse than itching and scabs; really bad effects
  take months or years. For a plague speedy and deadly enough
  for tactical use, buy Innate Attack and add Cyclic.
  Compact Frame
  You’re a natural phone booth-stuffer! You can tuck in limbs
  and ball yourself up to reduce effective SM by one. Doing so
  takes 10 seconds – and while you’re crunched up, you can’t do
  anything besides talk. You get +1 to Escape when the goal is to
  fit through a narrow space.
  Controllable Disadvantage†
  You can inflict one specific physical disadvantage on your-
  self by making a HT roll, at -1 per additional attempt per hour.
  This must be an easily faked problem: breaking wind at will to
  get Bad Smell, talking strangely to emulate Disturbing Voice,
  dislocating your shoulder to simulate the effects of One Arm,
  and so on. Epilepsy is off-limits – it already includes similar
  mechanics.
  Deep Sleeper
  You can fall asleep in all but the worst conditions, and can
  sleep through most disturbances. You never suffer any ill
  effects due to the quality of your sleep. You get an IQ roll to
  notice disturbances and awaken, just like anyone else; success
  is automatic if you have Combat Reflexes.
  THE PERKS
  13
  Some mundane perks
  might be “learnable” via
  exercises.
  
  Extended Hearing†
  Extended Hearing (High) lets you hear – barely – the
  sounds covered by Ultrahearing (p. B94). Extended Hearing
  (Low) does the same for Subsonic Hearing (p. B89). To use
  either, the environment must be silent in the normal audible
  range and you must make an active Hearing roll at -3. This
  perk never gives skill bonuses.
  Immunity to (Specific Disease)†
  You’re totally immune to one specific disease that exists in
  the campaign setting. At high TLs, vaccines sometimes grant
  this perk.
  Low Rejection Threshold
  Your body can easily accept tissue transplants, cybernetic
  parts, undead limbs, and so on. You’re exempt from rolls to see
  whether they “take.” This is only worth the point in a setting
  where such implants are available to PCs and carry the risk of
  rejection.
  Natural Pockets
  You have overlapping fat rolls, a hollow left by surgery, or
  an unusually flexible body orifice that enables you to conceal
  things. This works like one level of Payload (p. B74), with
  whatever inconveniences the GM deems suit your ability.
  Some interpretations have the potential to offend, and the GM
  is free to forbid them – but people have trained their bodies
  this way.
  No Hangover
  No matter how much you drink, you will never get a hang-
  over. This doesn’t mitigate the effects of intoxication – it just
  eliminates the unpleasant aftereffects.
  Penetrating Voice
  You can really make yourself heard! In situations where you
  want to be heard over noise, others get +3 to their Hearing roll.
  At the GM’s option, you get +1 to Intimidation rolls if you sur-
  prise someone by yelling or roaring.
  Resistant to (Specific Poison)†
  You have +3 to resist one specific
  poison. You might be able to acquire
  this through slow acclimatization. This
  perk is less effective than Immunity to
  (Specific Poison) (p. 11), but available
  to anyone.
  Robust (Sense)†
  One of your senses is less prone to
  overloading, much as if you had a
  weaker version of Protected Sense (p.
  B78). You must specialize by sense.
  For instance:
  Robust Hearing: You may ignore -1
  in Hearing penalties due to noise and
  get +1 to HT rolls to resist deafening
  effects (flash-bang grenades, Thunder-
  clap spells, etc.).
  Robust Vision: You may ignore -1 in
  Vision penalties due to bright light and
  get +1 to HT rolls to resist dazzling
  effects (flash-bang grenades, Flash
  spells, etc.).
  Sea Legs
  You have +3 to resist Seasickness (p. B436) and any similar
  form of motion sickness.
  SHTICKS
  A Shtick is a cool move or slick feature that occasionally
  gives minor benefits in play. It isn’t exactly physical or mental,
  and while a flashy Shtick might seem exotic, it could be
  entirely mundane in a cinematic game. It’s up to the GM
  whether a given Shtick suits his campaign.
  Clothing Shticks†
  Some heroes, especially superheroes, are able to go adven-
  turing in the craziest getups without suffering the logical bad
  effects. Each particular knack for improbable couture is its
  own Shtick. Any such perk might give +1 to Influence and/or
  reaction rolls in a social situation where its sudden revelation
  would impress – or +2 if, in the GM’s opinion, it’s exceptionally
  dramatic and relevant to the scene.
  Examples:
  Cloaked*: You can wear a cape, a cloak, or a katana-length
  trench coat and yet move about unimpeded. This garment
  never gets tangled in doors or machinery, and foes can’t tug on
  it in combat. Your perk doesn’t stop you from entangling them
  in a cloak, but you must buy the Cloak skill (p. B184) to do so.
  The most suitable setup for a reaction bonus is a dramatic
  entrance or exit.
  High-Heeled Heroine*: You can run, climb, fight, and so on
  while wearing high heels without suffering any special penalty
  for bad footing. In effect, you have a form of Sure-Footed (p.
  8). This can give a reaction or Sex Appeal bonus in situations
  best left to the imagination.
  Looks Good in Uniform: This is a highly specialized version
  of Fashion Sense (p. B21). When wearing your legitimate serv-
  ice uniform (military, police, etc.) for official purposes, others
  react to you at +1. You can’t dress others or claim a bonus
  under any other circumstances.
  Masked*: You can put
  on a mask that covers only
  your eyes and nose – and
  become 
  unrecognizable!
  Your best friends won’t
  believe your two identities
  are the same person. The
  GM may allow similar
  perks that work by putting
  on or taking off glasses,
  changing hairstyles, or
  wearing a wig.
  Sartorial Integrity*: Your
  clothes never get torn or
  dirty – even after combat,
  swimming the Nile, etc.
  Skintight*: 
  You 
  can
  wear a costume or clothing
  under another outfit with-
  out bulges and without
  anything showing, allow-
  ing you to perform quick
  costume changes.
  THE PERKS
  14
  
  Combat Shticks†
  Some warriors practice moves that are mostly for show but
  aren’t entirely worthless. A few generic examples appear below.
  Be sure to customize them with nifty names! All require spe-
  cialization by combat skill.
  Flourish: On the turn after you knock down or kill a foe, you
  may opt to perform an impressive flourish. This takes a full
  Ready maneuver and requires a skill roll. Success lets you use
  Intimidation with the maximum +4 for “displays of strength.”
  Follow-Through: On any turn during which you knock
  down or kill an enemy using the chosen skill, make an imme-
  diate skill roll. Success lets you try Intimidation (p. B202)
  against any remaining foes as a free action that turn. A good
  example here is chiburi: flicking blood off a sword blade, prac-
  ticed by Japanese swordsmen.
  Twirl: Twirling a handgun, sword, or other weapon lets you
  present it hilt- or butt-first as if to surrender it . . . and then
  make a skill roll to ready it instantly, with time left to attack.
  Failure means dropping the weapon, accidentally discharging
  a firearm, etc.
  Influence Shticks†
  You have a trademark pose, stare, or walk that lets you use
  a specific Influence skill – Diplomacy, Fast-Talk, Intimidation,
  Savoir-Faire, Sex Appeal, or Streetwise – without conversation,
  contact, or appreciable time. This only works in person (not via
  phone, telepathy, etc.) and still requires an Influence roll (p.
  B359), but it enables you to act quickly and silently (thus,
  Voice modifiers never apply).
  Examples:
  Convincing Nod: Whenever you need to get into a place
  where you don’t belong, you can nod as though you recognize
  those watching (e.g., security guards) to fake your way past.
  This demands a standard Influence roll with Fast-Talk.
  Disarming Smile: In any sticky situation where Diplomacy
  is a possible solution, you can just smile and shrug by way of
  an Influence roll.
  Fearsome Stare: You can use Intimidation without saying a
  word: simply cross your arms and glower. This conveniently
  leaves no evidence of a weapon, recorded threats, bruises . . .
  Gangster Swagger: Your manner of walking is a full-time use
  of Streetwise. The GM will make a secret Influence roll when-
  ever this might impress low-life enough that they don’t ran-
  domly pick you to hassle.
  Haughty Sneer: You can make doormen at exclusive hotels,
  salesmen at expensive shops, bank managers, and so on back
  off merely by peering down your nose and making an Influ-
  ence roll with Savoir-Faire (High Society).
  Sexy Pose: You can use Sex Appeal simply by thrusting your
  chest out, cocking your hips, licking your lips, etc. This is use-
  ful when you can see but not safely approach your mark; suc-
  cess can convince him to approach you.
  Standard Operating Procedure†
  Standard Operating Procedure exempts you from having to
  tell the GM that your PC is doing something that’s second-
  nature for him. You always get the benefit of the doubt. Things
  like reloading and refueling “off screen” are valid, but you must
  have had access to sufficient ammo, fuel, and/or power at
  some point – and the GM is free to debit your ammo supply or
  bank account whenever this perk does its magic.
  Examples:
  Back to the Wall: You always sit with your back to the wall
  and keep a minimum of one piece of improvised cover (e.g., a
  table) between you and the exits. The GM must warn you when
  you can’t do all this!
  Energizer*: Your battery-operated gear gets fresh cells or a
  recharge between action scenes.
  Full Tank*: Your vehicles are always fully fueled when you
  arrive at an action scene. If you operate an armed vehicle, it’s
  also reloaded.
  Last Man Out: Whenever there’s any doubt whether you
  locked the car doors, closed the vault, turned off the stove, etc.,
  there is no doubt – you did it.
  Off-Screen Reload*: Your weapons that use ammunition or
  power cells are reloaded between action scenes.
  On Alert: You always have full kit packed and ready to go in
  the event of emergency. This doesn’t mean you react faster (get
  Combat Reflexes for that) – it just means always being able to
  scoop up all your gear without wasting valuable time.
  SKILL PERKS
  These perks affect defaults, modifiers, and/or techniques
  for many varieties of skills. Most are legal for combat skills in
  particular, and count as combat perks (pp. 4-8) in that context.
  All can be learned in play.
  Attribute Substitution†
  You’ve trained a skill to use an attribute other than its usual
  controlling score. The GM decides what to allow, and the
  change should make sense. Some guidelines:
  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 (“Lockpick-
  ing 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”).
  This affects routine skill use but doesn’t override a GM- or
  scenario-mandated roll based on a specific attribute (see p.
  B172). For instance, if an adventure calls for a Per-based Lock-
  picking roll, Attribute Substitution (Lockpicking based on DX)
  doesn’t let you make a DX-based roll – you have to make a Per-
  based roll like anybody else.
  You must specialize by skill and attribute, as in the exam-
  ples. Nobody may have more than four Attribute Substitution
  perks.
  THE PERKS
  15
  
  Background Knowledge†
  You have a background that gives you skill defaults avail-
  able only to those who grew up or lived in a specific locale,
  worked in a particular profession, etc. This doesn’t grant the
  skills, nor does it give defaults for skills that normally have no
  default for anyone. It merely allows default rolls for things that
  the GM feels aren’t general knowledge in the game world. For
  instance, any New Yorker could try Area Knowledge, Current
  Affairs (Regional), Geography (Regional), History, or Law
  (Municipal) for New York at default. If he wanted the same
  benefits for Chicago, that would be a perk.
  The GM should give the benefits of appropriate Background
  Knowledge for free to any PC with a decent backstory. This
  perk exists to let players simply declare they have some hard-
  to-justify history without explanation, or play PCs with
  implausibly broad past experiences.
  Cross-Trained*†
  You’re familiar with all makes and models of equipment
  used with a particular skill. If the skill has specialties, you must
  also name the specialty. When working within your area, you
  never suffer unfamiliarity penalties (see Familiarity, p. B169).
  This perk is cinematic, but a version that covers a large-but-
  finite list is realistic for spies and soldiers who receive lavish
  training. The GM decides what constitutes such training and
  which models it covers.
  Cross-Trained is most common for Driving and Guns, but is
  available for any skill that uses equipment.
  Cutting-Edge Training†‡
  You’ve received instruction in one specific technological
  skill above your personal TL; e.g., a TL7 test pilot might have
  Cutting-Edge Training (Piloting/TL8 (Aerospace)). At the GM’s
  option, this perk may come with minor social connections,
  such as a trivial Claim to Hospitality among participants in the
  same training program. It often has Duty or another social
  obligation as a prerequisite.
  This perk is cheaper than High TL (p. B23) for those with
  fewer than five specialties. If someone manages to get Cutting-
  Edge Training in five areas, the GM may opt to let him replace
  his five perks with High TL 1 for the same points!
  In a setting that spans many TLs, the GM may treat this
  perk as having levels, one per TL. In that case, our test pilot
  would pay 2 points for Cutting-Edge Training 2 (Piloting/TL9
  (Aerospace)).
  Dabbler†
  You know a little about a set of related skills – but not
  enough to have a full point in any of them. Select eight skills
  (which must have defaults) that you can use at +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. If a skill has an
  unusually generous default, you can’t raise it to the level that
  actual points in the skill would buy.
  Example: Mr. Mack the science teacher dabbles in Biology,
  Chemistry, Mathematics (Applied), and Physics, all of which
  default to IQ-6. He trades his allowed eight skills at default+1
  for four at default+2, and has all four skills at IQ-4.
  The selected skills still count as defaults, not as studied
  skills. You can’t default other skills to the improved defaults
  and don’t benefit from rules that apply only to people who
  “know” a skill.
  Efficient†
  You’ve learned what corners can be cut without causing too
  many disasters when it comes to a particular skill. This lets you
  ignore up to -2 for haste; see Time Spent (p. B346). Thus, if a
  noncombat skill can be hastened, you can safely use it in just
  80% of the usual time. You must specialize by skill.
  Hands-Free†
  You can perform tasks using a body part other than the one
  a particular skill usually assumes. In most cases, this means a
  feat that requires a hand but not fine manipulation, performed
  without using the hands. For instance, Hands-Free (Driving)
  lets you steer a car with your knees at no penalty.
  This perk is allowed for combat skills. In that case, it’s cin-
  ematic and a separate perk for each task the skill allows. For
  examples, see Akimbo (p. 5) and Cotton Stomach (p. 5).
  Hyper-Specialization†
  You’re an expert in an area far narrower than Optional Spe-
  cialties (p. B169) allows. You get +5 to one skill in some 
  specialty so obscure that it takes at least three words to
  describe and is unlikely to matter more than once in an adven-
  turer’s career; e.g., Hyper-Specialization (Top Quark Mass
  Models) for Physics, Hyper-Specialization (Trivalent Flu Vac-
  cines) for Bioengineering, or Hyper-Specialization (Trapped-
  Ion Quantum Computers) for Engineer.
  You must specialize by skill and area of expertise. Hyper-
  Specialization is only possible for IQ-based “knowledge” and
  “scientific” skills unless the GM makes an exception.
  No Nuisance Rolls*†
  Prerequisite: Attribute or skill at 16+.
  You’re exempt from skill or attribute rolls to perform one
  specific background task not directly relevant to such adven-
  turing situations as combat, investigation, and theft. This most
  often affects “off-screen” rolls against skills used to get from A
  to B, like Area Knowledge, Driving, and Navigation. Each perk
  exempts you from one task; this can involve multiple skills, but
  you must have 16+ in any score for which you want the GM to
  waive success rolls.
  Examples:
  Swinging: Whether in the city or in a jungle, you can travel
  above the ground by swinging on vines, ropes, artificial spider
  webs, or similar. With this perk, you can routinely find new
  places to attach your lines, or new vines already in place, with-
  out having to make repeated skill rolls. You must have Percep-
  tion or Observation, Acrobatics, and whatever skill you use to
  cast or shoot your swinging lines at 16+.
  Transporter: This perk enables you to get your vehicle and all
  its passengers and cargo safely through known, friendly or neu-
  tral territory without having to make skill rolls. You must have
  your vehicle operation skill and relevant Navigation specialty –
  plus Area Knowledge for the area you’re crossing – at 16+.
  Off-Hand Training†
  You’ve practiced a particular skill enough with your “off”
  hand that you can ignore the -4 for using that hand (see Hand-
  edness, p. B14). This extends to all defenses and techniques
  based on that skill – including feats of fine manipulation,
  unlike Hands-Free (above). You must specialize by skill; any
  skill qualifies, including combat skills, if it has applications
  that normally use only one hand.
  THE PERKS
  16
  
  This perk completely replaces the Off-Hand Weapon Train-
  ing technique on p. B232 (but you can still call it that when
  buying it for a weapon skill). The Off-Hand Training perk is
  cheaper than Ambidexterity for those with fewer than five spe-
  cialties. If someone is dedicated enough to buy five perks, the
  GM should let him replace these with full-fledged Ambidexter-
  ity for the same points!
  One-Task Wonder†
  There’s one specific trick you can do with a particular skill
  . . . without knowing the skill! This can’t be the skill’s primary
  use, a combat move, or anything done at a penalty. Any other
  task is acceptable. To perform your trick, roll against the skill’s
  controlling attribute.
  Example: A crook who can always hotwire a car without
  knowing Mechanic could take OTW (Hotwiring Cars), because
  that’s a near-trivial use of Mechanic, not a primary application,
  and not combat-relevant. Mechanic is an IQ-based skill, so he
  must make an IQ roll for the deed.
  For another example, see Intuitive Repairman (p. 9).
  Skill Adaptation†
  The tasks and techniques listed for a skill represent its basic
  “sub-skills.” You know some less-orthodox methods. You can
  learn techniques that don’t default to a skill as if they did, with
  the usual default penalties (if a technique’s penalties vary by
  controlling skill, use the easiest). Alternatively, you can add
  specific skill applications – like getting a parry based on the
  skill – which techniques don’t cover. Either must be borrowed
  from another, related skill.
  The GM sets the scope of each specialty. It might be as
  sweeping as Skill Adaptation (Brawling techniques default to
  Karate) or as narrow as Skill Adaptation (Alchemy-style elixir
  analysis is possible with Herb Lore).
  Many combat perks are forms of Skill Adaptation. For
  examples, see Acrobatic Feints (p. 5), Acrobatic Kicks (p. 5),
  Clinch (p. 5), and Unarmed Parry (p. 8).
  Technique Adaptation†
  This perk allows you to adapt a technique you know for one
  skill to any other skill for which it’s legitimate simply by spend-
  ing the points – no instruction required. You must specialize by
  technique. For instance, if you have Technique Adaptation
  (Feint) and at least one point in Feint (Karate), you can go on
  to raise Feint (Judo), Feint (Shortsword), and so on whenever
  you can afford it.
  This perk is most common for combat techniques, but isn’t
  limited to them. It isn’t meaningful in a campaign where the
  GM doesn’t require training to learn techniques!
  Technique Mastery†
  You’ve trained so intensively at a technique that you enjoy a
  higher maximum level. You must specialize by technique. This
  must have a normal maximum of full skill or better, which dis-
  qualifies techniques that “cannot exceed prerequisite skill-x,” as
  well as combat techniques based on active defenses. A skill’s core
  uses aren’t eligible; e.g., Technique Mastery (Kicking) and Tech-
  nique Mastery (No-Landing Extraction) are fine for Karate and
  Piloting, respectively, but Technique Mastery (Punching) and
  Technique Mastery (Fly Plane) aren’t. If the standard maximum
  is full skill, yours is skill+4. If the limit is ordinarily greater than
  skill, yours is two levels higher (e.g., skill+6 with Arm Lock).
  Unusual Posture†
  You can perform a specific task with a particular skill
  from a posture other than the usual one, thereby avoiding
  posture penalties. This perk only makes sense for skills that
  would take posture penalties in the first place! Combat skills
  are the obvious example, but in that case you must specify
  one combat technique. For instance, Unusual Posture
  (Karate kick while lying down) eliminates the -4 attack
  penalty when on the ground for Karate kicks only; to avoid
  the penalty for all Karate applications, get Ground Fighting
  (p. B231).
  SOCIAL PERKS
  Social perks provide position, privilege, friendly associated
  NPCs, or similar benefits on a modest or temporary scale. They
  make excellent rewards for successful adventures. Note that
  any 1-point Favor (p. B55) counts as a social perk.
  Base†
  You have a physical base of operations separate from any
  holdings implied by your Status and from property bought
  with money. This is easily accessible but lacks obvious ties to
  you. Subtract three from your Status level and consult the
  table on p. B266 (or your campaign’s equivalent) to determine
  quality; thus, Base is only useful at Status 1+ in most settings.
  Use the rules for Secret (p. B152) to establish whether the
  world can connect you with your Base.
  Brotherhood†
  One narrow group of potential foes – military unit, mon-
  ster species, street gang, etc. – doesn’t like you but remains
  neutral toward you if you stay out of their way. They must
  know you’re there. Thus, this perk only works if you’re visible
  and identifiable.
  If the perk is mundane, it’s usually the result of being
  known to the target group. For instance, mobsters might avoid
  killing the boss’ son, while soldiers probably won’t gun down
  their old commanding officer.
  If the perk is for fantasy monsters, like zombies, the things
  ignore you as long as you aren’t hostile. Perhaps you simply
  don’t smell like food!
  Members of this group will shove you aside if you get
  between them and anything or anyone they’re out to attack,
  break, eat, rob, etc. If you do anything more hostile than get in
  the way, or refuse to step aside, you become a valid target. Of
  course, letting them act unhindered may make you an acces-
  sory to a crime . . .
  Brotherhood guarantees an automatic good reaction in
  return for your respect. As with all NPCs, some encounters
  with the affected group may involve predetermined reactions;
  these override your perk. Supernaturally controlled NPCs may
  likewise ignore it.
  Citizenship†
  In settings where nations defend borders and restrict such
  things as voting rights and property ownership to citizens,
  each PC is assumed to be a citizen of one particular state, com-
  plete with passport, Social Security Number, etc. Each citizen-
  ship beyond the first is a perk. This isn’t Cultural Familiarity
  (p. B23) – you might “inherit” citizenship through a parent
  without ever encountering the associated culture!
  THE PERKS
  17
  
  Courtesy Title†‡
  You have an honorary social advantage: Courtesy Rank (p.
  B29) for Rank, Emeritus Professor for Tenure, Ex-Cop for
  Legal Enforcement Powers, Honorary Title for Status, and so
  on. This most often represents a symbolic reward (e.g., “the
  key to the city”), a purchased title, or credentials deactivated
  after retirement.
  Courtesy Title comes in levels: 1 point per 5 points the full
  advantage costs. Its only benefits are the legal right to use a
  fancy title (+1 to reactions per full 5 points) and avoid any skill
  penalties the GM imposes for trying to impersonate the real
  McCoy.
  If you also have a full-fledged advantage, you can “stack”
  this perk with it to get your title on paper. For instance, Rank
  4 [20] plus Courtesy Rank 2 [2] entitles you to present yourself
  as having Rank 6, although you only have the authority of
  Rank 4.
  Disposable Identity†
  You have a completely reliable Alternate Identity (p. B39)
  that you can use for one encounter – arms deal, border cross-
  ing, etc. Then it’s gone, and your point value drops by a point.
  Friend†
  You have a 1-point Claim to Hospitality (p. B41) with some-
  one. Name the friend and his place of residence. When you
  visit him, you’ll have somewhere to stay. He’ll react to requests
  for aid like any NPC, but at +3. He isn’t a Contact, much less
  an Ally, and won’t get involved in adventures.
  License†
  It’s normally assumed that in the course of learning the
  skill(s) for a regulated activity – Law if you represent others in
  court, Physician if you practice medicine, Piloting if you fly,
  etc. – you earn any necessary license. In some settings, though,
  licenses carry modest social benefits that qualify as perks. The
  GM should add up the following elements:
  • Courtesy Rank [1/level] if the profession has Rank.
  • Cultural Familiarity [1] if ordinary people have -3 to influ-
  ence or impersonate those in the profession.
  • Debt 1 [-1] if there are professional dues.
  • Duty (6 or less; Involuntary; Nonhazardous) [-2] if there’s
  periodic testing of skills.
  • Enemy (Small group; Watcher; 6 or less) [-1] if the profes-
  sional association has an aggressive oversight committee.
  • Favor [1] if the licensee gets one legal “bailout” (once
  used, he’s on probation).
  • Independent Income 1 [1] if the profession enjoys cash
  incentives or tax breaks.
  • Quirk-level Code of Honor (Professional) [-1] or Vow [-1]
  if the profession takes “honor” seriously.
  • Trivial Reputation (below) [1] if the profession is well-
  regarded in some quarters.
  A positive total merits a License perk. The actual sum isn’t
  important – the benefits overlap and are rarely worth more
  than 1 point all told. What matters is that the License is basi-
  cally advantageous.
  Example: Pilots might get Courtesy Rank 3 (“Captain”) [3];
  Debt 1 (Dues) [-1]; Duty (Yearly test) [-2]; and Favor (Lawyer
  will be provided in the event of serious accident) [1]. “Pilot’s
  License” is therefore a perk.
  License is unnecessary if you’re already buying Status to
  represent membership in a prestigious profession. A new grad-
  uate from med school might need Medical License [1] in some
  settings, but an established doctor with Status 1 [5] wouldn’t.
  Office†
  You hold a minor civil office, like dogcatcher or reeve. This
  isn’t merely Courtesy Title (above) – you possess real authority
  equivalent to 5 points of Legal Enforcement Powers, Security
  Clearance, Status, or similar. However, this has such limited
  scope (e.g., “Authority over dogs in the town of Castle Rock”)
  that it’s only a perk. A more expensive social advantage or lack
  of social disadvantages is often a prerequisite, and you may
  have a Duty.
  Permit†
  If a piece of gear has a Legality Class (LC) equal to or
  greater than your setting’s Control Rating (CR), anybody with-
  out Social Stigma (Criminal Record) may own it. But if its LC
  is lower, it requires a permit. A permit is a perk – one per
  equipment class. For weapons, concealment lowers LC by one;
  e.g., handguns are LC3 but treated as LC2 for concealed carry,
  so Concealed Carry Permit is a perk in most modern states,
  which are CR3+.
  Individuals with suitable social advantages – typically Legal
  Enforcement Powers or Military Rank – don’t need this perk
  for equipment used “on the job.”
  See also Control Rating and Legality Class (p. B507).
  Pet†
  You have a small, ordinary pet – cat, ferret, hamster, parrot,
  etc. This is equivalent to a modest Ally balanced by being a
  modest Dependent, but don’t bother doing the math. Aside
  from companionship, a pet grants occasional, minor benefits;
  e.g., a kitten might hiss at ghosts and give you +1 to reactions
  from cat fanciers.
  Buying an animal as a Pet rather than with cash secures the
  GM’s promise to do what he can to avoid terrible fates for it
  provided that you do your best to keep it out of harm’s way. It’s
  effectively Signature Gear. If you want an attack dog or a
  shoulder dragon, buy an Ally!
  Trivial Reputation†
  Rather than do the detailed calculation under Reputation
  (pp. B26-28), just treat +1 to reactions from a specialized group
  of people (e.g., “Women of the Tokugawa Clan”) as a perk.
  Vehicle†
  You have an ordinary civilian vehicle (no fighting vehicles
  or spy cars!) separate from anything implied by your Status,
  and not bought with Signature Gear or money. This is an
  anonymous-looking backup vehicle that isn’t linked to you.
  Subtract three from your Status level and consult the table on
  p. B266 (or your campaign’s equivalent) to determine quality;
  in most settings, Vehicle is only useful at Status 2+. Use the
  rules for Secret (p. B152) to resolve whether nosy rivals con-
  nect you with your Vehicle.
  THE PERKS
  18
  Some perks make excellent
  rewards for successful adventures.
  
  SUPERNATURAL PERKS
  These perks concern arcane training or your ties to the
  supernatural. In each case, you must specify the perk’s origin
  or “power source” (see pp. B33-34) – chi, divine, magic,
  psionic, spirit, etc. – unless this is obvious. This means the perk
  is subject to any limitations on the chosen phenomenon; e.g.,
  a magical Named Possession is powerless without mana.
  Just about anything under Exotic Perks (pp. 9-12) could also
  be considered supernatural when associated with a supernatu-
  ral power. See also Power Perks (p. 11).
  Charms†
  Charms resemble Unusual Training (p. 21) but bestow
  supernatural, intuitive (not learned) knowledge. Each Charm
  waives the spell and Magery prerequisites for one particular
  spell. You must pay points for the spell like any other IQ/H or
  IQ/VH skill, and Magery gives its usual bonus. You can’t cast
  the spell unless you have at least Magery 0 or are in an area
  with high or better mana.
  For divine magic, a Charm waives the need for Power
  Investiture – such spells don’t have spell prerequisites – and
  does let you cast the spell. However, you can only choose spells
  offered by your god.
  Chi Resistance*†
  You can rally your chi to get +3 to resist a specific, hostile
  chi-based effect. You must specialize by resisted ability, usually
  a cinematic martial-arts skill. Examples include Chi Resistance
  (Invisibility Art), Chi Resistance (Kiai), and Chi Resistance
  (Pressure Points).
  Covenant of Rest
  You’ve promised a god or a spirit that you’ll carry out par-
  ticular (usually good) acts in its name. In return, it has vowed
  to give you a restful death. When you die, it will be impossible
  to summon, reanimate, or resurrect you – in body or in spirit
  – unless your benefactor wills it. Attempts to raise you as
  undead or possess your corpse will simply fail. High-tech med-
  icine can still resuscitate you, however.
  Dramatic Death*
  You’re guaranteed to go out with a bang – a morbid but
  spectacular Destiny (p. B48). If a roll of the dice indicates that
  you’ll die for sure from anything but instant death (e.g., execu-
  tion), roll 1d+1 for the number of seconds you get for a dying
  action (see Dying Actions, p. B423). During this time, you suf-
  fer all effects of injury except collapse due to death or uncon-
  sciousness, giving you time to prime grenades, run burning off
  the cliff, etc. Then you die.
  This is worth no points in campaigns where the GM rou-
  tinely lets everybody do this!
  Magical School Familiarity†
  This perk exists only in backgrounds where each wizard
  must study with a particular academy, guild, or master that
  teaches a small subset of known spells. Paying a point for
  familiarity with a school gives these benefits:
  • You understand the arcane principles that undergird the
  school’s spells, and thus can always use measures such as
  Counterspell and Ward at full skill against any of its spells,
  even if you don’t know the spell you’re trying to defeat.
  • You can acquire the school’s spells by spending earned
  points in play.
  • You’re acquainted with the school’s culture. When dealing
  with another wizard who has the same perk, neither of you
  suffers -3 for lack of Cultural Familiarity when making Savoir-
  Faire rolls, Teaching rolls to pass along the school’s spells, or
  similar.
  • You have the equivalent of a 1-point Claim to Hospitality
  (p. B41) with an academy, guild, or archmage. This mostly
  means that you have somewhere to stay while studying.
  Similar perks may exist for schools that teach alchemical
  formulas, rituals, and so on instead of “spells” as such.
  Named Possession†
  You own a ritually named possession; details depend on the
  setting, and may involve oaths, spells, or inscriptions, and/or
  require a fine-quality, holy, or similarly special item (GM’s deci-
  sion). This perk grants that article the potential for gaining
  special abilities. It earns character points at the same rate as
  you when you perform deeds of supernatural significance. Each
  point can be exchanged for 25 energy points’ worth of enchant-
  ments chosen by the GM (optionally increasing the posses-
  sion’s value as Signature Gear). Use the standard rules for
  magical enchantment to determine what’s possible – but note
  that the power involved might be divine, psionic, spiritual, or
  otherwise nonmagical. You can have multiple perks, but then
  the Named Possessions evenly split the points they earn.
  Obscure True Name
  In settings where names have magical power, having a
  name unknown to anybody but the gods is a small but potent
  advantage.
  Purpose*†
  You have a Higher Purpose (p. B59) so inconsequential that
  “Higher” is pretentious. You get +1 on all success, damage, or
  reaction rolls made in pursuit of a trivial goal like “Make mar-
  tinis.” This most often manifests as +1 to reactions from those
  who share your mania. Gods sometimes grant Purpose perks
  as backhanded rewards.
  Rest in Pieces
  Thanks to innate holiness or a sacred pact, anything that
  you, personally, slay can’t be resurrected or reanimated by exter-
  nal means, like Resurrection and Zombie spells. Once it’s down,
  it’s down for good, and won’t be returning. This doesn’t bypass
  your victim’s advantages. If he has some form of Injury Toler-
  ance, Regeneration, Supernatural Durability, or Unkillable that
  would cause him (or part of him) to “get better,” too bad.
  THE PERKS
  19
  Game Masters and players can make exotic perks supernatural by
  associating them with a supernatural power. 
  
  In high-magic worlds where the Final Rest spell is common
  and provides similar benefits, the GM may tone down this perk
  to avoid undermining magic. It might only spontaneously con-
  fer immunity to necromancy that costs up to 20 energy points,
  spoiling Skull-Spirit, Summon Spirit, and Zombie, but not
  major spells like Lich, Resurrection, and Wraith. For non-spell
  effects, use the nearest spell effect to decide.
  Rule of 17 (Skill)†‡
  You’ve practiced overcoming great resistance with a partic-
  ular resisted supernatural skill: cinematic martial-arts skill,
  Enthrallment skill, spell, etc. The Rule of 16 (p. B349) kicks in
  one level later for you, becoming the Rule of 17. You must spe-
  cialize by skill.
  The GM may allow multiple levels of this perk (making it
  Rule of 18, Rule of 19, etc.), setting the limit at whatever he
  considers “balanced.”
  Spirit Contract†
  GURPS Magic includes a simple black-magic system,
  which GURPS Thaumatology expands into broader rules for
  spirit-assisted casting. If the GM uses either, each contract
  with a suitable spirit is generally a perk. See the relevant rule-
  book for details.
  Trivial Destiny*†
  You have a very minor Destiny (p. B48). This perk grants
  you a single critical success when you need it and then disap-
  pears, lowering your point value by 1 point. The effect is like
  paying in advance for Buying Success (p. B347). You receive
  your critical success even if that would usually cost more than
  a point in the situation, but the GM – not you – picks when it
  happens, in light of your Destiny.
  UNUSUAL BACKGROUND
  PERKS
  These are one-point Unusual Backgrounds (p. B96) for
  those with specific rare gifts but not access to a broad category
  like “psi” or “super-powers.” For a perk that provides access to
  a trait, the trait’s cost is separate – the perk merely enables the
  purchase.
  Extra Option†
  The rules are full of advanced and optional rules that
  change how the game works in particular situations. Usually,
  these don’t cost points because
  they’re campaign options –
  either everybody uses them or
  nobody does. However, the GM
  may allow certain rules that
  normally aren’t used in the
  campaign on a PC-by-PC basis.
  Access to each of these is a
  perk.
  Options that cost FP or
  character points to exercise are
  the fairest. For instance, each
  aspect of Influencing Success
  Rolls (p. B347) and Extra Effort
  in Combat (p. B357), as well as
  Flesh Wounds and TV Action
  Violence under Cinematic Combat Rules (p. B417), could be an
  Extra Option perk in a campaign where those rules don’t uni-
  versally apply.
  Rules that inflict penalties are usually fine, too. For exam-
  ple, the GM may not want to use the complicated new hit loca-
  tions in GURPS Martial Arts – or his campaign might be set
  before medicine knows about those locations! Then an Extra
  Option could enable a warrior familiar with one of those loca-
  tions to target it at the standard penalty. Indeed, many optional
  rules in Martial Arts could work this way, with access to them
  becoming attractive special abilities for skilled fighters.
  If either kind of rule expands the spectrum of an advantage,
  cinematic skill, or spell, the GM should require a separate
  Extra Option perk for each trait that can benefit from the
  added option. The same goes for cinematic or supernatural
  rules options available for mundane skills, like the most
  extreme cinematic rules in Martial Arts: specialization by skill
  is advisable.
  Finally, rules that demand significant time or effort are
  good candidates. In particular, lengthy, difficult ceremonial
  magic and enchantment methods from GURPS Magic and
  GURPS Thaumatology make excellent perks for wizards in
  campaigns that don’t use those options in general. These perks
  shouldn’t require specialization by spell, as long setup times
  and the need for special resources balance potency.
  Rules Exemption†
  This works identically to Extra Option, above, except that
  instead of granting access to a specific, beneficial optional rule
  that generally isn’t used in the campaign, it gives an exemption
  from a particular, detrimental optional rule that is used in the
  campaign. For instance, Rules Exemption (Maintaining Skills)
  would allow a PC with high skill levels to keep them without
  practice in a campaign that uses Maintaining Skills (p. B294).
  As with Extra Option, exemptions that apply in cinematic
  or supernatural situations should have narrow specialties. For
  instance, if the GM requires material components for spells in
  his campaign, the ability to ignore them is a distinct perk for
  each spell.
  For examples of exemptions from the standard rules, see
  No Nuisance Rolls (p. 16) and Standard Operating Procedure (p.
  15).
  School, Style, or Template Adaptation†
  In some campaigns, only characters built using a particular
  character template, trained in a given fighting style, or taught
  at a specific school can buy certain skills,
  techniques, and perks. With the GM’s
  permission, this perk lets you buy such
  abilities without being from the correct
  background. You must specialize by
  school, style, or template.
  Secret Knowledge†
  You can buy one particular skill that’s
  possible in your game setting but not
  taught to entire academies or professions
  – or possibly to anyone. This usually
  means Hidden Lore specialties, spells,
  and ritual magic Paths. If the skill nor-
  mally isn’t even possible in your world,
  this perk can’t help (but see Unusual
  Training, p. 21).
  THE PERKS
  20
  
  Special Exercises†‡
  You pursue an exercise regimen that grants access to an
  attribute level or advantage that’s usually cinematic or off-lim-
  its for your race. Each trait requires its own perk.
  Examples:
  Attributes: Special Exercises (DX), Special Exercises (IQ),
  and Special Exercises (HT) come in levels, with each level let-
  ting you exceed the racial norm in that score – 20, for a human
  – by one.
  Secondary Characteristics: Special Exercises (Will) and Spe-
  cial Exercises (Per) work much the same way as higher attrib-
  ute limits, but each level lets you exceed the norm by two. Each
  level of Special Exercises (Basic Speed) lets you increase Basic
  Speed by one beyond the normal two levels, while each level of
  Special Exercises (Basic Move) lets you increase Basic Move
  by one past the usual three levels. For HP and FP, take Special
  Exercises (HP can exceed FP by 100%) and (FP can exceed HT
  by 100%).
  Advantages: Special Exercises (DR 1, Ablative), Special
  Exercises (DR 1, Tough Skin), Special Exercises (Arm ST 1),
  Special Exercises (Lifting ST 1), and Special Exercises (Strik-
  ing ST 1) are typical. Each level extends the right to buy one
  level of the indicated advantage.
  The GM should consider limiting humans to two or three
  levels of any Special Exercises that comes in levels, if he wants
  them to be remotely believable characters.
  Unique Technique†
  You can use and improve a technique that’s otherwise for-
  bidden in the campaign. Most often, the GM will let you “buy
  off” a common skill penalty as a Hard technique in a setting
  where no technique for that exists. Each exemption requires its
  own perk.
  This is Secret Knowledge (p. 20) for techniques, with the
  added facet that you can sometimes coin new techniques.
  Unusual Training†
  With sufficient training, certain cinematic skills and tech-
  niques might work in reality. You’ve studied one of these.
  Unusual Training lets you buy a cinematic capability in a real-
  istic campaign, or without a prerequisite advantage such as
  Gunslinger, Trained by a Master, or Weapon Master. Since
  what’s “cinematic” is often not the feat but the ability to per-
  form it unrestricted, the perk might specify a set of “believable”
  circumstances that must be true to use the skill or technique.
  Examples:
  Unusual Training (Breaking Blow, Only vs. well-braced
  objects out of combat): Lets you break boards.
  Unusual Training (Dual-Weapon Attack, Both attacks must
  target the same foe): Lets you improve the Dual-Weapon Attack
  technique for use on one opponent. You still have the full -4 to
  attack adjacent adversaries simultaneously.
  Unusual Training (Musical Influence, Only on tame pets):
  Lets you be a snake-charmer.
  THE PERKS
  21
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  INDEX
  22
  INDEX
  Acceleration Tolerance, 13.
  Accent, 12.
  Accessory, 10.
  Acrobatic Feints, 5.
  Acrobatic Kicks, 5.
  Air Jet, 10.
  Akimbo, 5.
  Alcohol Tolerance, 13.
  Androgynous, 4.
  Appearance perks, 4.
  Armor Familiarity, 5.
  Armorer’s Gift, 5.
  Attribute Substitution, 15.
  Autotrance, 12.
  Back to the Wall, 15.
  Background Knowledge, 16.
  Base, 17.
  Better (Gear), 8.
  Biting Mastery, 5.
  Brotherhood, 18.
  Burrower, 10.
  Call of the Wild, 12.
  Carrier, 13.
  Charms, 19.
  Cheaper (Gear), 8-9.
  Chi Resistance, 19.
  Citizenship, 17.
  Classic Features, 4.
  Climbing Line, 10.
  Clinch, 5.
  Cloak Shtick, 14.
  Clothing Shticks, 14.
  Combat perks, 4-8.
  Combat Shticks, 15.
  Combat Vaulting, 5.
  Compact Frame, 13.
  Controllable Disadvantage,
  mental, 12; physical, 13.
  Convincing Nod, 15.
  Cotton Stomach, 5.
  Courtesy Title, 18.
  Covenant of Rest, 19.
  Crossbow Finesse, 7.
  Cross-Species Surrogacy, 10.
  Cross-Trained, 16.
  Cutting-Edge Training, 16.
  Dabbler, 16.
  Deep Sleeper, 13.
  Dirty Fighting, 5.
  Disarming Smile, 15.
  Disposable Identity, 18.
  Doodad, 9.
  Dramatic Death, 19.
  Drunken Fighting, 5.
  Dual Ready, 5.
  Efficient, 16.
  Energizer, 15.
  Equipment Bond, 9.
  Equipment perks, 8-9.
  Exotic Equipment Training, 9.
  Exotic perks, 9-12.
  Exotic Weapon Training, 5.
  Extended Hearing, 14.
  Extra Option, 20.
  Extreme Sexual Dimorphism,
  10.
  Eye for Distance, 13.
  Fearsome Stare, 15.
  Feathers, 10.
  Flourish Shtick, 15.
  Focused (Task), 13.
  Focused Fury, 5.
  Follow-Through Shtick, 15.
  Forgettable Face, 4.
  Form Mastery, 5.
  Friend, 18.
  Full Tank, 15.
  Fur, 10.
  Gangster Swagger, 15.
  Generator, 10.
  Good with (Animal), 13.
  Good with (Social Group), 13.
  Grip Mastery, 6.
  Ground Guard, 6.
  GURPS, 3, 8; Basic Set, 3; 
  Bio-Tech, 9; High-Tech, 5, 8;
  Magic, 20; Martial Arts, 3,
  5-7, 20; Powers, 11; Supers,
  9; Thaumatology, 20.
  Hands-Free, 16.
  Haughty Sneer, 15.
  Headhunter, 13.
  High-Heeled Heroine, 14.
  High-Heeled Hurt, 7.
  Honest Face, 4.
  Huge Weapons, 6.
  Hyper-Specialization, 16.
  Ignition, 10.
  Illumination, 10.
  Immunity to, Specific Disease,
  14; Specific Hazard, 11;
  Specific Poison, 11.
  Improvised Weapons, 6.
  Influence Shticks, 15.
  Intuitive Repairman, 9.
  Iron Body Parts , 6.
  Job Hunter, 13.
  Last Man Out, 15.
  License, 18.
  Limited Camouflage, 11.
  Long Fingers/Thumbs, 11.
  Looks Good in Uniform, 14.
  Low Rejection Threshold, 14.
  Magical School Familiarity, 19.
  Masked Shtick, 14.
  Maximum number of perks, 3.
  Mental perks, 12-13.
  Named Possession, 19.
  Naming perks, 3.
  Natural Pockets, 14.
  Naval Training, 6.
  Neck Control, 6.
  No Degeneration in Zero-G,
  11.
  No Hangover, 14.
  No Nuisance Rolls, 16.
  No Visible Damage, 11.
  Number of perks allowed, 3.
  Obscure True Name, 19.
  Off-Hand Training, 16-17.
  Office, 18.
  Off-Screen Reload, 15.
  On Alert, 15.
  One-Armed Bandit, 6.
  One-Task Wonder, 17.
  One-Way Fluency, 13.
  One-Way Literacy, 13.
  Pants-Positive Safety, 6.
  Parthenogenesis, 11.
  Passing Appearance, 4.
  Passing Complexion, 4.
  Patience of Job, 13.
  Peg-Leg Fighting, 6.
  Penetrating Voice, 14.
  Perfume, 11.
  Periscope, 11.
  Permit, 18.
  Pet, 18.
  Photogenic, 4.
  Physical perks, 13-14.
  Pistol-Fist, 6.
  Power Grappling, 7.
  Power perks, 11.
  Pressure-Tolerant Lungs, 11.
  Procedure, 15.
  Purpose, 19.
  Quick-Sheathe, 7.
  Quick-Swap, 7.
  Racial Gifts, 12.
  Rapid Retraction, 7.
  Razor Kicks, 7.
  Reach Mastery, 7.
  Reproductive Control, 12.
  Resistant to (Specific Poison),
  14.
  Rest in Pieces, 19-20.
  Rinse, 12.
  Robust (Sense), 14.
  Rule of 15, 13.
  Rule of 17 (Skill), 20.
  Rules Exemption, 20.
  Sacrificial Parry, 7.
  Sanitized Metabolism, 12.
  Sartorial Integrity, 14.
  Scales, 12.
  School Adaptation, 21.
  Sea Legs, 14.
  Secret Knowledge, 20.
  Secret Styles, 7.
  Shield-Wall Training, 7.
  Shoves and Tackles, 7.
  Shticks, 14-15.
  Skill Adaptation, 17.
  Skill perks, 15-17.
  Skintight Shtick, 14.
  Social perks, 17-18.
  Special Exercises, 21.
  Special properties of perks, 
  4.
  Special Setup, 7.
  Spirit Contract, 20.
  Standard Operating.
  Striking Surface, 12.
  Strongbow, 7.
  Style Adaptation, 21.
  Style Familiarity, 7-8.
  Suit Familiarity, 9.
  Supernatural perks, 19-20.
  Supersuit, 9.
  Sure-Footed, 8.
  Swinging perk, 16.
  Teamwork, 8.
  Technique Adaptation, 17.
  Technique Mastery, 17.
  Template Adaptation, 21.
  Trademark Move, 8.
  Transporter, 16.
  Trivial Destiny, 20.
  Trivial Reputation, 18.
  Twirl Shtick, 15.
  Unarmed Parry, 8.
  Unique Technique, 21.
  Unusual Background perks,
  20-21.
  Unusual Posture, 17.
  Unusual Training, 21.
  Vehicle, 18.
  Weapon Adaptation, 8.
  Weapon Bond, 9.
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Power-Ups 2 - Perks.pdf