1 Pick

Be aware you’ll have to explain to the GM why you have each of these advantages, so have a good reason in mind when you pick things, and “because it’s neat” never works as a reason.

Those familiar with GURPS will note that 1 point advantages cost 0 Picks but must be balanced by Quirks (max. 5 of these), advantages 2-4 points cost 1/2 a Pick, 5-14 points cost 1 Pick and any advantages that cost 15-30 points cost 2 Picks. Advantages costing more than 30 are only allowed with GM approval. Note that with multiple level advantages if the GURPS point value would allow more levels and still not be more than 14 points this is an indicator of the maximum level for the campaign.

3d Spatial Sense
Absolute Direction
Acute Hearing (level 2, 3, or 4)
Acute Taste and Smell (level 2,3 or 4)
Acute Touch (level 2, 3, or 4)
Acute Vision (level 2, 3, or 4)
Administrative Rank (level 1 or 2)
Alertness (all senses are “acute) (level 1 or 2)
Appearance - Attractive
Appearance - Handsome/Beautiful
Appearance - Very Beautiful/Handsome “Off the Shelf” looks
Ambidexterity
Amphibious
Animal Empathy
Animal Friend (Talent)
Arm ST+1 or +2 (Both Arms)
Arm DX+1 (One Arm)
Artificer (Talent)
Brachiator
Breath Holding (level 3, 4, or 5)
Business Acumen (Talent)
Catfall
Chameleon (level 1 or 2)
Clerical Investment
Comfortable Wealth
Common Sense
Contact Group (Business, Military, Street, or Police, Skill 15)
Damage Resistance (level 1 or 2)
Digital Mind
Discriminatory Taste
Doesn’t Breathe (must have Machine Meta-Trait)
Doesn’t Eat or Drink (must have Machine Meta-Trait)
Doesn’t Sleep (must be Cybered or have Machine Meta-Trait)
Enhanced Tracking (level 1 or 2)
Eidetic Memory
Fashion Sense
Extended Lifespan level 1 or 2)
Filter Lungs
Fit
Flexibility
|G Experience (level 5, 6, or 7)
Gifted Artist (Talent)
Gizmos (1 or 2)
Green Thumb (Talent)
Healer (Talent)
Hermaphomorph (sex changer)
High Manual Dexterity (level 1 or 2)
Higher Purpose
High Pain Threshold
Improved G Tolerance (level 1 or 2)
Independent Income (level 5 - 10)
Infravision
Injury Tolerance (No Brain)
Injury Tolerance (No Blood)
Injury Tolerance (No Vitals)
Innate Attack (Burn, level 2)
Innate Attack (Corrosion level 1)
Innate Attack (Crushing level 2)
Innate Attack (Cutting level 2)
Innate Attack (Fatigue level 1)
Intuitive Mathematician
Language Talent level 1
Mathematical Ability (Talent)
Merchant Rank level 1
Metabolism Control (level 1 or 2)
Microscopic Vision (level 1 or 2)
Military Rank level 1
Mimicry
Musical Ability (Talent)
Outdoorsman (Talent)
Parabolic Hearing (level 1 or 2)
Penetrating Vision (level 1)
Photographic Memory
Police Rank (level 1 or 2)
Rapid Healing
Reduced Consumption (level 3 or 4)
Regeneration (Slow, cannot be chosen by those with the Machine Meta-Trait)
Religious Rank (1 or 2)
Security Clearance (See GM to define)
Sensitive
Sensitive Touch
Single Minded
Slippery (level 2, 3 or 4)
Social Chameleon
Social Regard (level 1 or 2)
Striking ST (level 1 or 2)
Subsonic Hearing
Subsonic Speech
Super Climbing (level 2 or 3)
Super Jump (level 1)
Talent (See GM or GURPS Basic Set for list, level 1)
Telekinesis (level 1 or 2, Orber only)
Telescopic Vision (level 1 or 2)
Temperature Control (level 1 or 2, Orber only)
Temperature Tolerance ( up to level 10, beyond 5 requires Cybered or Machine Meta-Trait)
Tenure
Terrain Adaptation
Ultrahearing
Ultrasonic Speech
Universal Digestion
Vacuum Support
Versatile
Visualization
Voice
Zeroed