Trait List
Quick-Reference Index
A searchable index of every advantage, disadvantage, and skill covered in this guide — with costs, categories, brief summaries, and page references.
How to Use This Reference
This page is a searchable quick-reference, not a replacement for the teaching chapters. Each entry gives you the cost, category, a one-sentence summary, and the page number in the GURPS Basic Set 4th Edition. For full descriptions, mechanical interactions, and worked examples, read the relevant chapter.
| Entry Type | What It Covers | Chapter |
|---|---|---|
| Advantage | Useful traits with a positive point cost. You buy them and benefit from them. | Chapter 2 |
| Disadvantage | Limiting traits with a negative point cost. They return points you can spend elsewhere. | Chapter 3 |
| Skill | Trained abilities with a point cost. Roll 3d equal to or under your skill level. | Chapter 4 |
On any chapter page, terms marked with a dotted underline carry a Combat Reflexes-style tooltip — hover over them to see a quick summary popup without leaving the page. Shift + hover locks the tooltip in place. Press Esc or click elsewhere to dismiss.
Costs are written as character points. Positive costs are advantages you buy; negative costs are disadvantages that return points. Berserk lists a self-control roll in parentheses — this is the roll needed to avoid the disadvantage triggering. Lower numbers mean it triggers more often and the disadvantage is worth more points.
Advantages
Advantages have a positive point cost and provide a beneficial effect. Cost types are flat (one fixed cost), leveled (cost multiplied by levels purchased), or variable (cost depends on scope — read the full entry). See Chapter 2 for full descriptions.
Disadvantages
Disadvantages have a negative point cost — they return points you can spend elsewhere. Many have a self-control number (default 12): roll 3d equal to or under this number to avoid the disadvantage triggering. A higher self-control number means better control; a lower number means less control and more points returned. See Chapter 3 for full descriptions.
Skills
Skills are purchased with character points and rolled against using 3d. Every skill is based on an attribute (DX, IQ, HT, Per, or Will) and has a difficulty level (E, A, H, or VH) that determines point costs. The default is what you roll if you have no points invested. See Chapter 4 for the full cost table and all skill rules.
E = Easy · A = Average · H = Hard · VH = Very Hard. Harder skills cost more points to reach the same level relative to the controlling attribute. An Easy skill at Attr+1 costs 2 pts; a Very Hard skill at Attr+1 costs 8 pts.
Chapter Quiz
An infinite draw from a bank of questions testing your recall of trait costs, categories, and mechanics. Ten questions per round — covers advantages, disadvantages, and skills from across the reference list.