

GURPS Power-Ups: Quirks provides some examples and additional guidance on quirks to use – however, be cautious, those that are the same as the prohibited disadvantages should also be considered prohibited in most cases. 9), Cultural Chameleon (Power-Ups: Talents p.

Acceptable Talents:Īnimal Friend (Power-Ups: Talents p. † More suited for senior NCOs and officers. 12), or Born War-Leader† (Power-Ups: Talents p. 12), or Born Tactician† (Power-Ups: Talents p. Talents Desirable Talents:īorn Soldier (Power-Ups: Talents p. 6), Off-Hand Training (Power-Ups: Perks p. 12), Good with (Animal) (Power-Ups: Perks p. Acceptable Perks:Īny Appearance Perk (Power-Ups: Perks p. † Especially useful for officers and NCOs. 13) Penetrating Voice† (Power-Ups: Perks p. 13), Patience of Job (Power-Ups: Perks p. 9), Eye for Distance (Power-Ups: Perks p. Perks Desirable Perks:Īrmorer’s Gift (Power-Ups: Perks p. I will, however, try to include options for each template that are suitable to that specific template. Each GM should decide whether or not to allow them in his/her campaign.įor the purposes of simplicity, all upcoming 4E Special Ops templates will be designed only using the Basic Set, with no built-in Perks or Talents. Some of these may lean away from the hard-core realistic and venture more into the cinematic or fantastical, but I wanted to include them as options.
#GURPS 3RD EDITION HALO SERIES#
If you decide to go beyond just the GURPS 4E Basic Set and use the Power-Ups series of books, I’ve gone through and identified certain things that are applicable to Spec Ops templates.
