In discussion with Alistair Windsor on GURPSnet, I came up with the following classification of (dis)advantages:
Here's how I'd group the (dis)advantages from the Basic Set. When I've put things like "Most Mental Disads" it means "all Mental Disads not specifically mentioned elsewhere". I've put a query by choices I think are contentious.
Structural: | Situational: |
Most Advantages | Allies/Ally groups |
Most Physical Disads | Alternate Identity |
Amnesia | Any Rank |
Appearance | Clerical Investment |
Blessed? | Contacts |
Danger Sense? | Cursed? |
Dark Vision | Dependents |
Dyslexia | Duty |
Extra Fatigue | Enemies |
Extra Hit Points | Favors |
Hard to Kill | Legal Enforcement Powers |
Healing | Legal Immunity |
High Pain Threshold? | Patrons |
Infravision | Reputation |
Jinxed | Secret |
Luck/Unluckiness? | Status |
Magical Aptitude/Resistance? | Wealth/Poverty/Multimillionaire |
Perfect Balance | Zeroed |
Psionic Resistance? | |
Psionic Powers? | Personal: |
Terminally Ill | Code of Honor |
Toughness? | Honesty |
Weirdness Magnet | Pacifism |
Sense of Duty | |
Behavioural: | Vow |
Most Mental Disads | |
Combat Reflexes | Special: |
Fearlessness | Age/Youth/Destiny: |
(Il)Literacy | "do their stuff" whatever. |
Odious Personal Habits | Unusual Background: |
Primitive? | only available at start whatever. |
Unfazeable | |
Will? |
Attributes are a particularly troublesome case; I'd put them somewhere between Structural and Behavioural, and charge double cost but allow them to be increased through training.
Incidentally, none of my players have ever done anything except increase skills, and usually the skills I suggested based on what they did in the session. But then we don't play very often and I'm not particularly generous with points...
This page originally found at http://www.elvwood.org/GURPS/StructuralAdvantages.html
Last updated: 14 March 2002