Under Source-Specific Rules (also known as Special Rules for Powers)
"For each power in the campaign – or at least, each source – the GM should examine the options in this chapter and choose those that give the “flavor” he desires." "Source and origin are not the same thing. Source defines how a power works; origin defines how it came to exist. They tend to have a modifier (-10%, unless noted otherwise) regarding their cost.
- Biological
- Chi: generally the domain of cinematic martial arts.
- Cosmic (+50% or more)
- Divine (-10% unless done as Power Investiture)
- High-Tech (special)
- Elemental
- Magical
- Moral Powers (-20%)
- Nature Powers (-20%)
- Psionic
- Spirit (-25%)
- Super-Powers
References[]
- GURPS Powers pg 174-178