Actually I think my favorite title was "Metaphysical Mutant Chainsaw Ninja Vitamin Junkies" which was the Mad Max style supplement.
I'll see if I can dig up the list. In the meantime, I'll briefly tell you how I revamped the system.
There were four attributes: Mind (brainpower and memory), Body (strength, speed, agility, etc), Heart (charm, leadership, physical attractiveness), and Soul (willpower and inner strength). Each attribute was rolled for randomly as per the basic TWERPS rules.
Then, each character got five picks from the skill list. Each pick gave +1 to a skill, with no starting character having any one skill over +2. Skills went from +1 to the almost unheard of +6, with scores over +4 being very very hard to develop.
In addition, a character might want to spend a point on an Extra. Extras, unlike normal skills, have no level. The character either has them or he doesn't. Some examples of extras are thing like Berzerk, Telepathy, or Cybernetics.
For example, let's say we were creating a character for a barbarian world style game. We get M:4, B:7, H:2, S:6. We obviously have somebody who is very physically capable and who has a strong survival instinct, but at the same time is not a real people person and is probably as pretty as dog poop. Since combat and survival skills will be very important, we give him the Sword skill at +2 and the Survival skill at +1. We also give him the Intimidate skill at +1, which will be based off his Body score rather than his Heart score. Finally, we want him to be able to enter a frenzy like a pit bull with hemerrhoids, so we give him the Extra ability of Berzerk. A fully fleshed out TWERPS character in less than 30 seconds!