Sunday, 13 February 2022

Source-Specific Rules for Powers

Source-Specific Rules for Powers

I've seen many people treat GURPS Powers as just something like an expansion for the advantage section of GURPS Basic Set. This is a big mistake, in my opinion. The book provides much more than that, and while it does expand the advantages and modifiers, it also is an extensive resource that is immensely useful for any game that uses supernatural powers of any kind. If a GM reads GUPRS Powers from start to finish, he will be able to create any advantage-based magic system or power framework that he wants. The book has answers to practically all powers- and advantages-related questions that I've seen pop up online, unless the question is really esoteric. But for some reason people just do not want to read the book. It's a very entertaining read too, so I just don't get it. But that's just my venting some of my salt. What I want to talk about here is the source-specific rules for powers.

The entire Powers in Action chapter of the book is extremely good. Not only does it answer some mechanical questions about advantages, but it also provides a plethora of options that do not cost any points, but add a lot of flavor to the powers and to the game itself. I've seen people complain about "arbitrary rules" that were invented for published power frameworks, such as repeated attempts, power skills and techniques in Psionic Powers, or hardcore improvisation or 1 FP/hour cost for enchanted items in Sorcery. All of these rules are just options from the Powers in Action chapter of GURPS Powers, not just something arbitrary nor new. (Exception: Subject's SM limit in Sorcery. That's something new and, from my experience, not very functional).

These options not only add flavor, but also can be used to balance various different powers, sources, and may even concern non-powered characters as well. For example Trading Fatigue for Resistance is a must if you feel that power-users are having way too easy of a time afflicting mundane characters. And it also is an additional way for mundane characters to spend FP, which is always a good thing. Trading Fatigue for Skill can bring mundanes and non-mundanes to more of an equal ground in that regard. But the exclusion of the latter might rein in the caster supremacy somewhat, if it is a problem in your game.

Multiple Feats and Repeated Attempts are also fine options. Of course, Multiple Feats is mostly useless for Sorcery, but I use Repeated Attempts for that system. I'm also a big fan of Skills for Everyone and power techniques. Most of my players, however, seem to hate this rule. But remember that you can use power techniques even when there's no skill - that's what Temporary Enhancements are for. For Sorcery, for example, it could emulate D&D-style metamagic. Power combination can justify the existence of high-point-cost spells and abilities that seem unfitting for a character, but can facilitate different plots and adventures. For example, a coven of witches cursing an entire village, or a group of mages cooperating to create a permanent planar gate. I would also allow using character points/impulse points to make effects permanent as per Affecting the World from GURPS Power-Ups 5: Impulse Buys cooperatively in such situations.

All these optional rules can be applied to an entire power source, or even to specific powers of the same source. The Source-Specific Powers section lists not only appropriate options from the chapter, but also has some new optional rules that you can take into your arsenal. My favorite ones there are Brain vs. Mind for psionic powers and Targeting Chi Abilities for chi powers.

All in all, this chapter is great, but balancing the powers with all these options is more of an art than a science. Don't be afraid to experiment.

Extra Digression: Anti-powers can be a confusing thing. Chi powers do not get a discount for having anti-powers, because no power has such abilities as Neutralize Chi, Static (Chi), or Affliction with Negated Advantage that negate chi abilities. However, Targeting Chi Abilities still allows to very temporarily (2d seconds) suppress the chi abilities of others with the Pressure Secrets skill. Does Chi deserve an additional -5% discount? It's up to you. It probably should, because page 20 of GURPS Powers states "If the countermeasures are specific capabilities found only in the hands of those with unusual advantages (notably Neutralize and Static) or skills (including cinematic skills and magic spells), add -5% to the power modifier." Speaking of countermeasures, resisting powers is not countering them. Even if a power does not claim a -5% discount for having anti-powers, characters can take such traits as DR, Resistant, or Enhanced Defense that only work against that power. For example, GURPS Martial Arts has Resistant to Chi Powers. Magic Resistance is probably a different thing, because it also penalizes the user, so you probably shouldn't create variants traits, such as Chi Resistance.

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