Power Talents unlike Mundane Talents add to all success rolls made to activate or use any of the power’s abilities rather then skills. Most of these talents are 5 points/level modified by their Source. Those that are more are in bold.
- Air
- Animal Control
- Anti-Magic
- Antipsi
- Anti-Super
- Astral Projection
- Bioenergy
- Body Alteration
- Body Control
- Chaos
- Cold/Ice
- Cosmic (15/level)
- Darkness
- Death
- Dimension Travel
- Disease[1]
- Divine (Power Investiture 10/level)
- Dream/Nightmare[1]
- Earth
- Electricity
- Electrokinesis
- ESP
- Evil
- Fear[1]
- Force Constructs
- Good
- Gravity
- Healing
- Heat/Fire
- Hell[1]
- Illusion
- Kinetic Energy
- Life
- Light
- Machine Telepathy
- Madness[1]
- Magic (Magery)
- Magnetism
- Matter Control
- Order
- Plant Control
- Probability Alteration
- Psychokinesis
- Radiation
- Sound/Vibration
- Spirit Control
- The State[1]
- Taint[1]
- Telepathy
- Teleportation
- Time Mastery
- Vampirism
- Water
- Weather Control
References[]
- GURPS Powers p. 121-136