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Pricing Social Traits in GURPS

(With thanks to andi jones and Hal Carmer of GURPSnet)

The effects of social (dis)advantages such as Legal Immunity, Rank, Status, and Wealth depend heavily on the circumstances in which the PCs find themselves (this applies to non-social traits as well, but much less often). The GM should disallow traits which will have no bearing on the campaign, and may reduce the points cost when they will have less than full effect — this can be done for the campaign as a whole, or on a case-by-case basis. Some examples:

No effect (-100%):
Trivial or rare effect (-80%):
Minor or occasional effect (-60%):
Moderate or uncommon effect (-40%):
Major or common effect (-20%):
Full effect, almost all the time (-0%):

This page originally found at
Last updated: 15 March 2002

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