RFisher said:
Stop that! You guys are going to make me go buy 4/e, & I don't have time in my gaming schedule for that. (^_^)
Oh, give up already. You know you want to.
I'll sum some of it up for you. Here is a list of the "sample power" writeups in GURPS Powers:
Air, Animal Control, Anti-Magic, Anti-Psi, Anti-Super, Astral Projection, Bioenergy, Body Alteration, Body Control, Chaos, Cold/Ice, Cosmic, Darkness, Death, Dimension Travel, Divine, Earth, Electricity, Electrokinesis, ESP, Evil, Force Constructs, Good, Gravity, Healing, Heat/Fate, Illusion, Kinetic Energy, Life, Light, Machine Telepathy, Magic, Magnetism, Matter Control, Order, Plant Control, Probability Alteration, Psychokinesis, Radiation, Sound/Vibration, Spirit Control, Telepathy, Teleportation, Time Mastery, Vampirism, Water, and Weather Control.
Each of these powers lists all standard GURPS advantages that conceivably fall under this focus - usually quite a few, including some of which might be surprising if you haven't thought about them. Using these as an example, you can easily create new powers, as long as you have a clear idea of the overall theme (such as "Love" or "Souls"). And unlike with, for example, creating new types of supernatural powers for D&D, you don't need to worry about balancing these powers - fundamentally they consist of the standard GURPS advantages, which basically already are point-balanced!
Each power also has a certain "Talent" associated with it - an advantage usually costing 5 points per level which gives a bonus to all skill or attribute rolls used for the advantages within that power.
Finally, each power lists possible appropriate "Power Modifiers". These are essentially Limitations (something that adds some sort of drawback to the advantage but also gives a point break) which each advantage within the power
has to take, and they represent the source of the power. Example power modifiers are "Magic" and "Divine". Both are -10% limitations, but the former represents that the power is dependant on the ambient mana level in the location (if there is no magical power around, the ability won't work) and can be blocked by anti-magical countermeasures, while the later represents that the character has to obey certain behavioral strictures imposed on him by his divine patron. Most powers have multiple possible power modifiers - both a priest and a mage could conceivably take the "Air" power, but the former would take the Divine modifier, while the latter the Magic one.
And the book explains in detail how to construct such power modifiers - and since they are essentially standard GURPS limitations, you can easily come up with your own. Whether the power is always fatiguing (or even causing internal injuries), requires arcane gestures, or that the user take certain drugs for it to work - as long as you can come up with it, you can stat it!
The whole process is both simple and ingenious. If you are familiar with the advantages of GURPS, you can come up with an entirely new power in 15 minutes or so... and it will be immediately ready to play, without worrying about its balance versus other powers!
Well, are you convinced now?
