TEXT: Written by WILLIAM H. STODDARD
  Edited by SEAN PUNCH
  Illustrated by PAUL DALY,  
  JOHN HARTWELL,  
  CHRISTOPHER SHY,  
  BOB STEVLIC, and NIKOLA VRTIS
  Additional Material by S.A. FISHER,  
  KENNETH HITE, DAVID MORGAN-MAR,  
  DAVID L. PULVER, SEAN PUNCH, MATT RIGGSBY, 
  and HANS-CHRISTIAN VORTISCH
  Reviewers: Roger Burton West, Luke Campbell, John Dallman, Christopher R. Rice, Matt Riggsby, Emily Smirle, and Ben Zittere
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  GURPS Powers: The Weird is copyright © 2016 by Steve Jackson Games Incorporated. All rights reserved.
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  STEVE JACKSON GAMES
  Stock #37-0152 
  Version 1.0 – March 2016
  ®
  GURPS System Design z STEVE JACKSON
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  Assistant GURPS Line Editor z JASON “PK” LEVINE
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  The Weird
  TM
  
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Recommended Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1 . WeIrd ScIence .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  TraiTs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Tech Level and Skill Availability . . . . . . . . . . . . . . . . . . . . . 6
  Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Divergent Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  sTyles .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  How Styles Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Wildcards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Weird-Science Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Computer Types for AI . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Memetics as Weird Science. . . . . . . . . . . . . . . . . . . . . . . . 11
  Psychotronics as Weird Science . . . . . . . . . . . . . . . . . . . . 13
  Alchemy as Weird Science. . . . . . . . . . . . . . . . . . . . . . . . . 14
  2 . realmS and Phenomena .  .  .  .  .  .  .  .  .  .  .  .15
  Outer Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Hyperspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Realms and Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Past and Future . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Parallel Worlds and Alternate Universes . . . . . . . . . . . . 16
  The Four Realms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Metaphysical Realms. . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Singularities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Weird Science and Superscience. . . . . . . . . . . . . . . . . . . . 18
  Relics and Reality Shards . . . . . . . . . . . . . . . . . . . . . . . . 18
  Experimental Weirdness . . . . . . . . . . . . . . . . . . . . . . . . . 18
  3 . PoWerS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .19
  Defining Powers  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Sources and Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Other Power Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  VarianT aDVanTages  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Native Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Unusual Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Dimensional ConTrol  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Four-Dimensional Combat. . . . . . . . . . . . . . . . . . . . . . . . 26
  logos  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  meTamaTerialiTy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Strength and Weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  muTaTion  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  noumena .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Para-energy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  Weird Radiation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  ParasiTism .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  VoiD  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .41
   
  Contents 
  2
  Contents
  About GURPS
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  more. To discuss GURPS with our staff and your fellow 
  gamers, visit our forums at forums.sjgames.com. The 
  web page for GURPS Powers: The Weird can be found at  
  gurps.sjgames.com/theweird.
  Bibliographies. Many of our books have extensive bib-
  liographies, and we’re putting them online – with links to 
  let you buy the resources that interest you! Go to each 
  book’s web page and look for the “Bibliography” link.
  Errata. Everyone makes mistakes, including us – but 
  we do our best to fix our errors. Up-to-date errata pages 
  for all GURPS releases, including this book, are available 
  on our website – see above.
  Rules and statistics in this book are specifically for the 
  GURPS Basic Set, Fourth Edition. Page references that 
  begin with B refer to that book, not this one.
  
  I had worked long into the night; I did not at once realize 
  that the sound that woke me was my doorknocker. It stopped 
  as I was rising, but began once more as I hastened to the door, 
  pulling a coat over my rumpled clothing.
  I was not expecting to face a fashionably dressed woman.
  “Victor? May I come in?”
  As she spoke my memory recalled her, despite her being 
  older and in very different garb. “Clélie!”, I said. “Of course,  
  be welcome!”
  She offered her hand, as of old, but now I bowed over it.
  Her brow rose, and she asked, “You are answering your  
  own door?”
  I explained that I had no manservant at present; in fact I 
  had given Heinrich his letter of recommendation when I began 
  my researches, but I did not hasten to say so. Instead I put the 
  kettle to boil, and we spoke of medicine and natural philosophy. 
  She was more fully informed than I, for my own work had pre-
  occupied me. Not merely in the anatomical sciences, her own 
  favored field, but also in the physiology that I emphasized, she 
  had discoveries of which to tell me.
  At last she set down her cup, and said, “But in fact, Victor,  
  I have taken a renewed interest in that subject. In fact, I have in 
  mind some experimental work with living animals, rather than 
  mere dissection. But it’s not easy for me to make all the arrange-
  ments. I wondered if you could act on my behalf, or introduce 
  me to someone who can?”
  In roleplaying games, as in fiction, there’s the fantastic and 
  then there’s the weird. Many tales have fantastic elements, 
  taken from myths and legends, or from scientific or historical 
  speculation; many heroes have special abilities gained from 
  magic or technology or intensive training. And then there are 
  classic writers like H.P. Lovecraft and contemporary ones like 
  China Miéville who imagine things stranger than we’re used 
  to – things that shake our sense of what’s possible: the weird. 
  There’s a current literary movement devoted to such imagin-
  ings, the New Weird; there have been dramatic series such as 
  The X-Files and Fringe, and graphic novels such as Planetary 
  (or, earlier, Grant Morrison’s Doom Patrol); and now RPGs 
  have started to explore this genre as well.
  GURPS Powers: The Weird is a sourcebook for that explo-
  ration. As its title implies, it’s largely about weird powers: the 
  capabilities of exotic and mysterious supers, of cosmic enti-
  ties, of alien beings who have slipped in through the cracks in 
  reality . . . and of human explorers who have gone there and 
  come back changed. Many of these powers are Cosmic, and 
  so this work is partly an exploration of what can be done with 
  the Cosmic enhancement – but it’s also an examination of the 
  kinds of superhuman feats that fit the weird genres. And it 
  explores the exotic realms that are the sources of these powers 
  and the homelands of these really alien aliens.
  In addition, The Weird looks at the human ability to 
  understand and create the extraordinary. Its collection of 
  weird-science styles – largely based on the Weird Science skill 
  and the Gadgeteer advantage – do for cinematic science what 
  martial-arts styles do for combat. These styles can produce 
  empowered beings and psionic or superscience gadgets of the 
  familiar sorts, but they can also confer stranger powers, create 
  weird devices, and open the way into unaccountable realms.
  ReCommended books
  To get the most from the weird-science styles in this sup-
  plement, you’ll need GURPS Power-Ups 2: Perks. Some of 
  those styles can provide frameworks for ideas presented 
  in GURPS Fantasy-Tech 1: The Edge of Reality, GURPS 
  Psionic Powers, and Pyramid #3/46: Weird Science. The statis-
  tics for weird powers make use of many options from GURPS 
  Powers, GURPS Power-Ups 4: Enhancements, and GURPS 
  Power-Ups 8: Limitations.
  PubliCAtion HistoRy
  This is the first edition of GURPS Powers: The Weird. All 
  but a few passages are original.
  About tHe AutHoR
  William H. Stoddard began playing roleplaying games in 
  1975, and published his first book, GURPS Steampunk, in 
  2000. He’s an active roleplayer and Game Master in the San 
  Diego area; many of his games have been pulp, supers, or cos-
  mic horror, and have featured strange inventions or exotic 
  powers. They called him mad at the university.
   
  intRoduCtion 
  3
  intRoduCtion
  On the fringes of science 
  there have always existed 
  odd pockets of knowledge, 
  which nobody quite knows 
  what to do with, until 
  suddenly a use is found and 
  they take off like rockets.
  – Ian Johnston, 
  Measured Tones: 
  The Interplay of 
  Physics and Music
  
   
  WeiRd sCienCe 
  4
  In the real world, science is rarely dramatic. Most research 
  is a team enterprise, managed and funded by large organiza-
  tions, with peer-reviewed and publicly reported results. And 
  mostly, it changes human knowledge of the world slow step 
  by slow step, through repeated observations or experiments.
  In the movies – and in pulp fiction and comics – science is 
  different. Scientists work alone, undertaking huge projects 
  without organizational support. They figure out new phe-
  nomena without tedious collection of evidence, and arrive at 
  radical theories that change the world. Often, their findings 
  never become public: researchers conceal their results from 
  a world that’s not ready for them, or are destroyed by their 
  own inventions.
  Weird science is comparable to cinematic martial arts. It’s 
  made possible by special advantages and skills that ordinary 
  scientists lack. Varied approaches to scientific investigation 
  can be defined by styles and Style Familiarities, much like 
  those that describe various fighting styles.
  (Could there be realistic science styles? There’s no rea-
  son why not! They wouldn’t include such cinematic traits as 
  Gadgeteer or Weird Science, but otherwise they’d be similar. 
  This supplement doesn’t focus on them, however.)
  tRAits
  Setting aside powers for the moment, certain gifts and 
  learning are particularly likely among cinematic scientists.
  AdvAntAges
  One standard GURPS advantage virtually defines cine-
  matic science.
  Gadgeteer
  see pp. B56-57
  Most weird-science styles have Gadgeteer as a prerequisite, 
  and use the penalties for invention complexity described for 
  gadgeteering (p. B475): no modifier if Simple, -2 if Average, 
  -4 if Complex, or -8 if Amazing. The GM decides whether 
  non-Gadgeteers can even attempt weird-science techniques. 
  If they can, double the penalty and add -6, which gives -6 for 
  Simple, -10 for Average, -14 for Complex, and -22 for Amazing.
  New Special Limitation
  Practitioners of weird-science styles may take the following 
  modifier:
  Specialized: You’re a cinematic inventor in one narrow 
  area. Some gadgeteers focus on means: Biological (anything 
  involving genetic engineering, medicine, pathogens, or sur-
  gery), Chemical (nonmagical brews of all sorts, from drugs to 
  toxic waste), Magical, Nanotech (engineering and defeating 
  nanomachines), or Radioactive (gizmos that rely on or shoot 
  radiation, whether to cure, kill, mutate, or reanimate). Others 
  specialize by ends: Electronics, Robotics, Software, Vehicles, 
  Zombies, and so on. Emphasis is on themes, not skills, some 
  of which won’t obviously be in your area; e.g., Bioengineering 
  (Genetic Engineering) to mutate with a radiation beam. -50%, 
  or -80% if specialized in both senses, such as Biological Vehi-
  cles or Radioactive Zombies.
  Other Modifiers
  For a really radical campaign, the GM may allow other 
  options, or introduce NPCs who have them:
  Cosmic, Items need not obey local laws of physics: Your 
  inventions aren’t limited by natural laws – not even “super-
  science” natural laws defined by the GM. You can create 
  devices that change the laws of nature and function under 
  those changed laws. This suits deities who created natural law 
  in the first place, cosmic entities who operate outside it, and 
  mortals possessed of incomprehensible genius. +50%.
  Ordinarily this is good for only one device, and only if you 
  personally build it (treat it as a Unique gadget; see p. B117). 
  If you also take Cosmic, Lingering effect (for a further +100%), 
  you can create multiple devices based on your prototype or 
  even put it into production – you’ve permanently changed the 
  laws of nature!
  Cosmic, No die roll required: If your effective skill after 
  applying all modifiers is 3 or more, you automatically succeed 
  at inventing. You must still roll to determine how many bugs 
  your invention has, but any failure is treated as ordinary suc-
  cess giving 1d/2 minor bugs. +100%.
  PeRks
  Some perks are especially relevant to weird science. See 
  How Styles Work (p. 8) for rules for buying them.
  Anachronistic Skill
  You are able to learn – or create! – one scientific skill 
  that hasn’t gained recognition in your culture or at your 
  TL, in a version suited to your TL, subject to GM approval. 
  See Tech Level and Skill Availability (p. 6) for a list of skills. 
  Each skill requires a separate perk, but learning a skill two or 
  more TLs early still takes just one perk, if the GM allows it.  
  CHAPteR one
  WeiRd sCienCe
  
   
  WeiRd sCienCe 
  5
  For access to existing abilities at a TL higher than yours, take 
  Cutting-Edge Training (GURPS Power-Ups 2: Perks, p. 16).
  Purpose
  see Power-Ups 2: Perks, p. 19
  This perk is totally appropriate for obsessive weird 
  scientists.
  Style Familiarity
  see How Styles Work, p. 8
  Technology Secret
  Prerequisite: Style Familiarity (any).
  Perks can represent specialized knowledge associated with 
  broader skills. Technology Secrets most often denote under-
  standing of how to make special materials or create advanced 
  devices, real or legendary. They’re often jealously guarded, 
  and someone who learns a 
  single Technology Secret may 
  make a vast fortune – or ruin 
  his life and drive himself mad!
  skills
  Several skills have new 
  interpretations or specialties in weird-science campaigns.
  Body Sense
  see p. B181
  In settings where four-dimensional movement is possible, 
  Body Sense is useful for more than simply regaining one’s 
  bearings after teleportation. It can be used to maneuver in 
  four-dimensional space as discussed in Tesseraxis (p. 13) and 
  Dimensional Control (pp. 24-26). This application is the basis 
  for the Facing Change technique (p. 6).
  Unless you have Extradimensionality (pp. 24-25), you 
  must roll against Body Sense when you first enter four- 
  dimensional space.
  Modifiers: +3 if you entered by your own choice rather than 
  being dragged or thrust there; +3 for 4D Spatial Sense (p. 24).
  Movement through four-dimensional space to reach a 
  desired point (e.g., to bypass a wall in three-dimensional 
  space) requires a Body Sense roll, unless you have Hypervi-
  sion (p. 25).
  Modifiers: -1 per yard/second of movement speed in excess 
  of 1 yard/second in terms of three-dimensional space; +3 for 
  4D Spatial Sense (p. 24).
  If the Body Sense roll on entry fails, you’re disoriented 
  and must take time to regain your bearings; each attempt 
  requires one second and another Body Sense roll. If the roll 
  for movement fails, you get turned around and come back to 
  three-dimensional space 10 yards away from your intended 
  destination, in a random direction; you won’t materialize 
  inside something solid, but there’s no guarantee of arriving in 
  a safe place. In either case, critical failure leaves you seriously 
  disoriented – you lose track of the three-dimensional space 
  you came from or are looking for, and can’t exit four-dimen-
  sional space until you succeed at a new Projection roll (p. 7).
  Electronics Operation  
  and Electronics Repair
  see pp. B189-190
  Electronics Operation covers many complex devices that 
  had non-electronic (usually mechanical) equivalents before 
  the emergence of electronics at TL6. At TL5 and below, the 
  rules for this skill still apply but it’s less jarring to call it 
  “Machine Operation” (used for mechanisms such as industrial 
  water pumps, lathes, or printing presses). Some machines are 
  already covered by vehicle, weapon, or other skills.
  Electronics Repair doesn’t exist before TL6. The relevant 
  repair skill is Mechanic (p. B207).
  Electronics skills have a new specialty in some worlds:
  Para-Radionics: Devices that emit, detect, and analyze 
  para-radio or para-radar beams.
  Engineer
  see pp. B190-191
  Some new specialties are needed to create fantastic inven-
  tions, especially at lower TLs:
  Fluidic: Creating mechanisms powered by the flow of 
  water, air, or other liquids or gases, from clepsydras to water 
  mills and windmills. Defaults: Mechanic (Millwork)-6 or Pro-
  fessional Skill (Plumber)-6.
  Nuclear: Designing nuclear batteries, reactors, and war-
  heads, using fusion, fission, or natural radioactive decay. 
  Default: Mechanic (Fission Reactor or Fusion Reactor)-6.
  Hidden Lore
  see pp. B199-200
  In weird campaigns, a new Hidden Lore specialty is likely:
  Fringe Science: You know about unorthodox theories and 
  outlying data points that the scientific community rejects, in 
  cryptozoology, parapsychology, ufology, and similar fields. 
  You recognize the names of researchers and can discuss 
  their careers and theories, though you can’t judge how valid 
  their work is – that calls for a Weird Science roll. You also 
  know about proven findings being kept secret for the good of 
  humanity! Where Current Affairs (Science and Technology) 
  is knowledge of discoveries that have just gained recognition, 
  Hidden Lore (Fringe Science) is about discoveries that haven’t.
  Psychology
  see p. B216
  As part of a weird-science style, Psychology is either Applied 
  or Experimental. A psychologist who also has the Weird Sci-
  ence skill can study psionic abilities by either approach.  
  Back off, man. I’m a scientist.
  – Dr. Peter Venkman, in Ghostbusters
  
   
  WeiRd sCienCe 
  6
  A different methodology applies if psionics are a subject 
  of ordinary scientific research: Parapsychology becomes a 
  third required specialty that defaults to either of the other 
  two at -5 (see GURPS Psis, p. 8).
  Weird Science
  see p. B228
  Not a specialized area of scientific study, but the art of gen-
  erating hypotheses regarding new or unknown phenomena. In 
  general, it should be treated as a cinematic skill like Computer 
  Hacking or larger-than-life martial-arts skills – one not avail-
  able in realistic settings. It has no prerequisites, but weird- 
  science styles that include it do have prerequisite advantages 
  (see How Styles Work, p. 8). Weird Science rolls grant bonuses 
  to inventing and understanding weird devices, and to investi-
  gating weird natural phenomena.
  The GM may allow an Unusual Training perk (Power-Ups 2, 
  p. 21) to grant access to Weird Science in a realistic campaign. 
  The “believable circumstances” may be that the researcher had 
  good luck in hitting on a fruitful speculation (such as Watson 
  and Crick’s model for the structure of DNA) or has a talent for 
  wild ideas (Richard Feynman might be an example).
  teCHniques
  Several techniques enhance effective skill in weird-science 
  activities such as gadgeteering.
  Debugging
  Hard
  Default: prerequisite skill-3.
  Prerequisite: Any skill useful for 
  operating a newly invented device; can-
  not exceed prerequisite skill.
  When testing a new invention, roll 
  once weekly vs. the relevant version of 
  Debugging to find bugs (see pp. B474, 
  B476). Identifying the appropriate skill 
  may take some creativity! For example, 
  plausible operating skills for Ontoge-
  netics (pp. 11-12) are Animal Handling  
  and Teaching.
  Facing Change
  Hard
  Defaults: Body Sense or Acrobat-
  ics-3.
  Prerequisite: Acrobatics or Body 
  Sense; cannot exceed Body Sense+5 or 
  Acrobatics+2.
  During movement into or out of 
  hyperspace, you can alter your body’s 
  orientation as a free action and without 
  disorientation. Roll at -2 if you change 
  facing or at -5 if you go from horizontal 
  to vertical or vice versa. Your effective 
  skill after the penalty cannot exceed 
  Body Sense or Acrobatics-3.
  Heuristics
  Hard
  Default: Philosophy-6.
  Prerequisites: Illuminated and Phi-
  losophy; cannot exceed Philosophy 
  skill.
  Heuristics is the art of discover-
  ing the truth, guided by philosophi-
  cal insight into the nature of reality. A 
  successful Heuristics roll grants +2 to 
  any skill used to discover an unknown 
  truth or reach a moral decision.  
  teCH level  
  And skill AvAilAbility
  As mentioned under Anachronistic Skill (pp. 4-5), certain skills normally 
  aren’t available before particular TLs. The GURPS Basic Set states this for sev-
  eral skills, but the same reasons apply to others for which it’s not made explicit. 
  The following list specifies the TLs at which various skills first become avail-
  able. It focuses on the natural sciences, and on equipment design and repair; it 
  doesn’t cover the social sciences, or vehicle-operation or combat skills.
  TL1 – Accounting, Architecture, Armoury (Body Armor), Astronomy*, Cartog-
  raphy, Diagnosis, Engineer (Civil, Combat, Mining, Vehicle Type†), Math-
  ematics (Applied, Surveying), Mechanic†, Metallurgy, Navigation (Land, 
  Sea), Research, Smith, Surgery*, Traps, Veterinary.
  TL2 – Alchemy, Armoury (Heavy Weapons), Engineer (Artillery, Clockwork), 
  Expert Skill (Natural Philosophy), Lockpicking, Mathematics (Pure).
  TL3 – Armoury (Small Arms), Cryptography, Explosives (Demolition, 
  Fireworks).
  TL4 – Engineer (Small Arms), Hazardous Materials (Chemical), Mathematics 
  (Cryptology, Statistics), Physiology.
  TL5 – Armoury (Vehicular Armor), Biology, Chemistry, Electronics Opera-
  tion/Repair (Comm, EW, Scientific), Expert Skill (Epidemiology, Hydrol-
  ogy), Explosives (EOD), Forensics, Geography (Physical), Geology, 
  Meteorology, Paleontology, Pharmacy (Synthetic), Photography, Physics.
  TL6 – Electrician, Electronics Operation/Repair (Media, Medical, Security, 
  Surveillance), Engineer (Electrical, Electronics, Materials), Hazardous 
  Materials (Biological), Navigation (Air), Psychology (Experimental).
  TL7 – Computer Operation, Computer Programming, Electronics Opera-
  tion/Repair (Sensors, Sonar), Electronics Repair (Computers), Engineer 
  (Microtechnology, Nuclear), Explosives (NOD, UD), Hazardous Materials 
  (Radioactive), Mathematics (Computer Science), Navigation (Space).
  TL8 – Bioengineering, Computer Hacking, Engineer (Robotics), Expert Skill 
  (Computer Security).
  TL9 – Armoury (Battlesuits), Engineer (Nanotechnology), Hazardous Materi-
  als (Nanotech).
  TL^ – Armoury (Force Shields), Electronics Operation/Repair (Force Shields, 
  Matter Transmitters, Parachronic, Psychotronics, Temporal), Engineer 
  (Parachronic, Psychotronics, Temporal), Expert Skill (Psionics, Xenology), 
  Hazardous Materials (Exotic Matter), Navigation (Hyperspace).
  * Astronomy (Observational) and Surgery (Trauma Surgery) are available 
  at TL0.
  † Engineer (Vehicle Type) and Mechanic include multiple specialties, many 
  of which become available at higher TLs, subject to GM judgment.
  
   
  WeiRd sCienCe 
  7
  Critical success gives +4. Failure produces no insight; critical 
  failure sets you on the wrong track, so that only critical suc-
  cess on the primary skill can point you to the truth.
  Illumination
  Hard
  Default: Teaching-6.
  Prerequisites: Illuminated and Teaching; cannot exceed 
  Teaching skill.
  You have special methods of instruction suited to passing 
  on the Illuminated state (p. B60). These are based largely on 
  asking questions the student must reflect on at length between 
  face-to-face sessions. Treat this as intensive training (p. B293), 
  but dependent on Will rather than HT.
  Inspired Development
  Hard
  Default: prerequisite skill.
  Prerequisites: Gadgeteer and any skill 
  useful with it; cannot exceed prerequisite 
  skill+4.
  You’re cinematically gifted at turning 
  sketchy plans into working models. You 
  must specialize in a skill useful for invent-
  ing. When making a Prototype roll using 
  that skill, apply all relevant modifiers to 
  your Inspired Development level. Then use 
  the lower of your modified technique or 
  unmodified inventing skill for your Proto-
  type roll.
  Inspired Research
  Hard
  Default: prerequisite skill.
  Prerequisites: Gadgeteer and any skill 
  useful with it; cannot exceed prerequisite 
  skill+4.
  You’re cinematically gifted at dreaming up radical new 
  inventions. You must specialize in a skill useful for inventing. 
  When making a Concept roll using that skill, apply all relevant 
  modifiers to your Inspired Research level. Then use the lower 
  of your modified technique or unmodified inventing skill for 
  your Concept roll.
  Mind Modification (Trait)
  Hard
  Default: prerequisite skill.
  Prerequisite: Brainwashing, Hypnotism, Propaganda, Psy-
  chology, or Teaching; cannot exceed prerequisite skill+6.
  Used to remove or add one specific mental or behavioral 
  trait with a particular skill. Apply -1 to your Mind Modification 
  level per full 5 points of the trait removed or added. Then use 
  the lower of your modified technique or unmodified skill  
  for the roll. Base time required is eight hours; multiple ses-
  sions grant a bonus for extra time (p. B346). Using Telesend 
  in this process gives +2.
  Projection
  Hard
  Default: Meditation-6.
  Prerequisites: 
  Intuitive 
  Mathematician, 
  Mathematics 
  (Pure), Meditation, and Style Familiarity (Tesseraxis); cannot 
  exceed Meditation skill.
  A roll vs. Projection allows you to visualize and enter four-di-
  mensional space; see Tesseraxis (p. 13). If you concentrate for 
  one minute (the shortest possible time), your Projection roll 
  is at -5; taking extra time (p. B346) gives bonuses that can 
  compensate for this. You have an additional penalty equal to 
  twice your encumbrance level (e.g., Heavy encumbrance gives 
  -6). Successful or not, the attempt costs 1 FP.
  Entering four-dimensional space – or maneuvering there – 
  requires a roll against Body Sense (p. 5). You don’t gain the 
  ability to breathe (see Hyperspace, p. 15), and must hold your 
  breath (pp. B351-352). You can take oxygen with you, but the 
  weight will make Projection harder to achieve.
  Remote Hypnosis
  Hard
  Default: Hypnotism-5.
  Prerequisites: Charisma 1 and Hypnotism; cannot exceed 
  Hypnotism skill.
  In settings where hypnotism is a quasi-mystical process 
  (Psychical Research, p. 13), a hypnotist may be able to induce 
  a hypnotic trance in a previous subject at a distance. Base 
  time required is five minutes. If Remote Hypnosis succeeds, 
  the subject is in a trance. This may be a trigger for previ-
  ously implanted suggestions (possibly including “Telephone 
  for instructions”), or a second Remote Hypnosis roll might 
  implant new suggestions, with precision limited as for the 
  Suggest skill (p. B191).
  Modifiers: Hypnotism modifiers (p. B201); bonus equal to 
  hypnotist’s Charisma; standard range penalties (p. B550); and 
  modifiers for haste or extra time (p. B346). If hypnotist and 
  subject have a Special Rapport (p. B88), the roll is at +5 and 
  base time is only five seconds.
  diveRgent teCHnology
  Some weird-science styles are based on the speculations – or out-and-
  out fantasies – of earlier periods in the history of science. For example, 
  Greek legend told of the artificer Daedalus constructing a giant bronze 
  automaton, Talos, to patrol the shores of Crete. Since actual Bronze Age 
  civilizations aren’t known to have constructed automata, the Automata 
  style (pp. 8-9) is classed as TL(1+1)^ rather than TL1^. Later TLs did build 
  automata, so the style is classed as TL2^ to TL5^.
  At the GM’s option, weird-science styles may be based on more advanced 
  divergent TLs. For example, the Automata style may have versions at 
  TL(1+2)^ to TL(1+4)^, TL(2+1)^ to TL(2+3)^, TL(3+1)^, TL(3+2)^, or 
  TL(4+1)^. The upper limit of each range is a divergent equivalent of TL5^. 
  The GM will have to make up the advanced divergent TLs – perhaps basing 
  them on the achievements of the weird-science style itself!
  
   
  WeiRd sCienCe 
  8
  styles
  Cinematic science can be portrayed as a set of styles, in 
  the same way as martial arts or magic. Like martial-arts 
  styles, cinematic science styles grow out of the history of the 
  field. Each one permits a different set of discoveries, inven-
  tions, or procedures.
  HoW styles WoRk
  Weird-science styles allow cinematic scientific feats, often 
  in the form of gadgeteering. They include the following traits:
  Style Cost: The minimum total point cost for the style com-
  ponents, found as follows:
  Style cost = 1 point for Style Familiarity + 1 point in the 
  limiting skill + 1 point in each other required skill.
  Style Prerequisite: An advantage that enables or aids cine-
  matic feats and permits learning the style – often Gadgeteer 
  (or Quick Gadgeteer, if the GM allows it). Its point cost is not 
  counted in style cost.
  Tech Levels: A range of TLs at which the style is pursued. 
  These include the ^ modifier for superscience.
  Style Familiarity: A cinematic perk that represents 
  knowledge of a particular field of weird science. It gives 
  these benefits:
  • You have the equivalent of a Claim to Hospitality (p. B41) 
  with other practitioners of your science, giving you a place to 
  stay while working on your projects.
  • You’re familiar with the style’s culture. When you deal 
  with another scientist who has this perk, neither of you suffers 
  -3 for lack of Cultural Familiarity when rolling vs. skills such 
  as Savoir-Faire and Teaching.
  • You can spend earned points to improve the style’s tech-
  niques, even if these are normally off-limits to PCs.
  Limiting Skill: A skill central to the style. When you per-
  form cinematic feats, your effective skill cannot exceed your 
  level with the limiting skill. Weird Science is often a limiting 
  skill for weird-science styles, just as Ritual Magic limits magi-
  cal Path/Book skills (see GURPS Thaumatology).
  Other Required Skills: Skills that all practitioners of the 
  style must learn.
  Techniques: Some of a style’s cinematic feats are subject 
  to skill modifiers; notably, styles with Gadgeteer as a prereq-
  uisite have complexity penalties for inventions. Techniques 
  can compensate for such penalties. Other techniques grant 
  bonuses to skills for specific feats. You must invest at least one 
  point in the skill to which a technique defaults before improv-
  ing the technique. (If you have less than four points in the 
  skill, buying up the skill is usually more efficient!)
  Perks: Perks available to style practitioners. You can buy 
  one such perk per 10 points you have in the style’s required 
  skills. You can buy one additional perk from that list or 
  from generally available perks related to science, technology, 
  work, or learning ability per 20 points in scientific or tech-
  nological skills.
  The GM may further define optional traits for a style, includ-
  ing advantages, perks, disadvantages, skills, or techniques.
  WeiRd-sCienCe styles
  The following styles are a sample of past and present spec-
  ulations about scientific wonders. Some include techniques 
  that can grant advantages or remove disadvantages; see in par-
  ticular Mind Modification (p. 11) and Ontogenetics (pp. 11-12).  
  In general, such enhancements should be paid for with char-
  acter points (see Transformations, pp. B294-296). If the recip-
  ient lacks sufficient points, the technique either fails or grants 
  only short-term benefits. The GM may waive this for proce-
  dures that remove disabilities gained in play.
  Contrivance
  Proposals for fantastic mechanisms go back to the begin-
  nings of machine technology in the ancient world; see GURPS 
  Fantasy-Tech 1: The Edge of Reality for examples. A vari-
  ety of weird-science styles represent these technological 
  “what ifs.” Those given here are a small sample.
  Automata
  7 points
  Style Prerequisite: Gadgeteer.
  Tech Levels: (1+1)^, or 2^ to 5^.
  Historically, self-moving mechanisms go back to the 
  Roman Empire, and stories of them were told even ear-
  lier. Such a device requires a power source. Hydraulic 
  power is Simple; overcoming the technical difficulties 
  of pneumatic or steam power is Average. Clockwork 
  automata become available at TL4 as Simple devices; 
  add Clockwork to the Engineer and Mechanic spe-
  cialties permitted. Automata with significant physical 
  strength – and, prior to clockwork, those with purely 
  internal power sources (such as Talos’ single vein filled 
  with ichor) – are Complex.
  WildCARds
  Another option for weird science is to replace styles with 
  Style! skills. These are bought as standard wildcard skills 
  (p. B175). They still require the style prerequisite, but they 
  automatically include the Style Familiarity perk, the limiting 
  skill, and all other required skills. Other perks still cost a point 
  apiece, but an unlimited number can be bought – and any perk 
  that’s normally specialized to one particular skill applies to 
  every skill the Style! includes.
  Techniques specific to the style – including inventions with 
  gadgeteering penalties – can be attempted without penalty. 
  Techniques available through Technology Secret still have that 
  prerequisite, but can be attempted without penalty if it’s met. 
  Other techniques that default to the skills the Style! encom-
  passes have the normal penalties.
  
   
  WeiRd sCienCe 
  9
  Realistic automata carry out fixed 
  sequences of actions. Fantastic ones 
  that can react to the environment or 
  respond to commands as though they 
  had actual senses are Simple if guided 
  by touch, Average if controlled by spo-
  ken commands, or Complex if capable 
  of seeing. Automata with actual minds 
  or personalities are Amazing.
  The Automata style isn’t normally a 
  source of weird powers.
  Technology Secret: Artificial Body 
  Parts. Giving a human being a func-
  tional artificial body part is Simple 
  if it’s obviously mechanical, Average 
  if it looks like a body part (for exam-
  ple, Nuada’s silver arm), or Complex if 
  it emulates sight, hearing, speech, or 
  a vital organ. Transferring a human 
  mind or spirit into a wholly artificial 
  body is Amazing.
  Limiting Skill: Engineer (Robotics).
  Other Required Skills: Artist (Sculpt-
  ing); Engineer (Fluidic); Mechanic 
  (Robotics); 
  Weird 
  Science; 
  one 
  of  
  Architecture, Armoury (Body Armor), or 
  Mechanic (Musical Instruments).
  Techniques: Debugging; Inspired Development; Inspired 
  Research; Work by Touch (Mechanic).
  Perks: Better Gear (Tools); Cheaper Gear (Tools); Technol-
  ogy Secret (Artificial Body Parts).
  GOFAI
  7 points
  Style Prerequisite: Gadgeteer.
  Tech Levels: (6+1)^, 7^, or (7+1)^.
  Good Old-Fashioned Artificial Intelligence was based 
  on manipulating symbols according to formal rules, on the 
  model of pure mathematics. It dominated the field of artifi-
  cial intelligence for two decades, starting with a conference 
  at Dartmouth College in 1956. As capabilities such as percep-
  tion, navigating natural environments, and social interaction 
  proved harder than playing chess or proving theorems, com-
  puter scientists turned to other approaches that imitated ani-
  mal instinct more than abstract logic. But what if symbolic AI 
  could accomplish a wider range of tasks?
  An AI has an IQ score limited by the Complexity rating of 
  the computer that runs it (p. B472), and usually possesses one 
  or more skills that it uses to solve problems. An AI with IQ 6 
  or higher can communicate in a human language, which can 
  be used to train it in new skills, if it can learn.
  Being based on pure logic, GOFAI programs always have 
  Indomitable (p. B60): They don’t respond to Influence skills at 
  all, even with the benefit of Computer Programming (AI), and 
  that skill isn’t part of the style.
  GOFAI isn’t normally the source of weird powers. However, 
  its foundation in pure abstract logic might justify giving an AI 
  some of the philosophical abilities of Logos (p. 27), Noumena 
  (pp. 33-35), or Void (pp. 39-40).
  GOFAI doesn’t use standard gadgeteering penalties. 
  Instead, penalties depend on AI type and IQ, as follows:
  • Dedicated AI: Has Indomitable [15]; Cannot Learn [-30]; 
  the meta-traits AI [32] and Automaton [-85]; and the taboo 
  trait Complexity-Limited IQ [0]. Complexity is (IQ/2)+1, 
  rounded up. Subtract (Complexity-3) from gadgeteering rolls. 
  Requires minimum IQ 1 and minimum Complexity 2; IQ 1-2 
  systems give no gadgeteering penalty but don’t grant a bonus!
  Whatever skill a dedicated AI has is hard-coded, to a value 
  equal to its IQ; this is Simple for Easy skills, Average for Aver-
  age ones, Complex for Hard ones, and Amazing for Very Hard 
  ones. Most dedicated AIs have the Hyper-Specialization perk, 
  enabling them to perform competently at very specific tasks 
  despite low IQ. When gadgeteering, use either the penalty for 
  IQ or the penalty for the skill, whichever is worse.
  Example: ROBERT is a space navigation program that 
  runs on an LSI macroframe with Complexity 5. Its own Com-
  plexity is 5, limiting IQ to 8. It has Navigation (Minimum- 
  Energy Orbital Transfers)-8 – but with the Hyper-Specializa-
  tion bonus, its effective skill is 13! The penalty for its Com-
  plexity is -2; so is the penalty for an Average skill. Rolls to 
  conceive and prototype it are at -2.
  • Nonvolitional AI: Has Indomitable [15]; the meta-traits 
  AI [32] and Automaton [-85]; and the taboo trait Complexity-
  Limited IQ [0]. Complexity is (IQ/2)+2, rounded up. Subtract 
  (Complexity-2) from gadgeteering rolls. Can understand natu-
  ral speech and use tools, which requires minimum IQ 6, min-
  imum Complexity 5, and penalty -3.
  Technology Secret: Volition. Writing code that makes genu-
  inely free choices is an Amazing feat. The fundamental break-
  through allows the construction of a new type of AI:
  • Volitional AI: Has Indomitable [15]; the meta-trait 
  AI [32]; and the taboo trait Complexity-Limited IQ [0].  
  ComPuteR tyPes foR Ai
  An AI must run on a computer of adequate Complexity, which varies with 
  computer type and technology. Before integrated circuits, general-purpose 
  AI was possible only on a system that was “best equipment possible at your 
  TL” (p. B345) – which probably only a major government could afford.
   Computer Type 
  Complexity* 
  Weight 
  Volume 
  Cost
   Megacomputer 
  7 
  20 tons 
  800 cf 
  $10,000,000
   Macroframe 
  6 
  2 tons 
  80 cf 
  $1,000,000
   Mainframe 
  5 
  400 lbs. 
  8 cf 
  $100,000
   Microframe 
  4 
  40 lbs. 
  0.8 cf 
  $10,000
   Medium Computer 
  3 
  4 lbs. 
  0.08 cf 
  $1,000
   Small Computer 
  2 
  0.4 lb. 
  0.008 cf 
  $100
  * These statistics are for TL(7+1) systems with very large-scale integration 
  (VLSI: 100,000+ transistors per chip). At TL7, Complexity is at -1 for large-
  scale integration (LSI: several thousand transistors per chip), -2 for medium- 
  scale integration (MSI: hundreds of transistors per chip), -3 for transistor 
  computers, or -4 for vacuum tube computers. At TL(6+1), it’s at -5 for relay-
  based computers. The classic era of GOFAI was contemporaneous with MSI; 
  LSI came in just as it was ending.
  
   
  WeiRd sCienCe 
  10
  Complexity is (IQ/2)+3, rounded up. Subtract (Complexity-1) 
  from gadgeteering rolls. Requires minimum IQ 6, minimum 
  Complexity 6, and penalty -5.
  Limiting Skill: Computer Programming.
  Other Required Skills: Computer Operation; Mathematics 
  (Computer Science); Psychology (Applied); Teaching; Weird 
  Science.
  Techniques: Debugging; Inspired Development; Inspired 
  Research.
  Perks: Better Gear (Computers); Cheaper Gear (Comput-
  ers); Cross-Trained (Computer Programming); Cutting-Edge 
  Training; Equipment Bond (Computer); Focused (Task); 
  Technology Secret (Volition).
  Nanotech
  7 points
  Style Prerequisite: Gadgeteer.
  Tech Levels: (8+1)^ or 9^-12^.
  Nanotechnology is a realistic field with applications in 
  materials science, medicine, and engineering. But in science 
  fiction, nanotech inspires wilder speculations. Weird-science 
  nanotech emulates these.
  Nanotech tools for any skill that manipulates matter – 
  from most Artist specialties to Mechanic to Surgery – can 
  provide truly miraculous aid, worth +4 to skill rolls. Tools for 
  any one such skill are Simple, but require that the creator or 
  a consultant know that skill at 12+. Higher-quality nanotools 
  add equipment quality bonuses (p. B345) but are more com-
  plex inventions that require superior knowledge of the skill 
  they aid:
   Quality 
  Complexity 
  Minimum Skill
   Good 
  Average 
  14
   Fine 
  Complex 
  16
   Best Possible 
  Amazing 
  20
  Programmable general-purpose nanotools are Average and 
  can configure themselves to do a variety of tasks. The program-
  mer must know the skill being used and roll against Machine 
  Operation (Nanotech). Nanotech factories capable of building 
  desired objects from the molecular level up are Complex.
  Nanomaterials can be given the ability to shift their prop-
  erties in response to command signals; this is at least Aver-
  age. The utility fog on pp. 70-71 of GURPS Ultra-Tech is an 
  advanced nanomaterial of Complex difficulty.
  Nanotech is a common source for Metamateriality 
  (pp. 28-30). Integrated into living organisms, it can achieve 
  many of the effects of Mutation (pp. 30-33).
  Technology Secret: Anomalous Properties. The density, elas-
  ticity, refractive index, acidity or alkalinity, and many other 
  physical and chemical properties of cinematic nanomaterials 
  can fall outside the ranges observed in normal matter. Such 
  materials are inventions of at least Average difficulty.
  Technology Secret: Biological Nanotech. Medical nanotech 
  that can treat illnesses or injuries is Average. The ability to 
  grant new biologically realistic advantages (see GURPS Bio-
  Tech for possibilities) is Complex. Reconstructing human 
  beings as superhumans (one path to Controlled Evolution; 
  see below) is Amazing. Nanotech that enables changes of 
  shape in seconds or minutes is also Amazing.
  Technology Secret: Self-Replication. Nanotech that can 
  make more nanotech is secret largely because it’s usually ille-
  gal. Handling such material calls for Hazardous Materials 
  (Nanotech) rolls! Basic “gray goo” that can endanger a local 
  area with uncontrolled growth is Complex. Nanotech-based 
  rapid terraforming and similar godlike feats are Amazing.
  Limiting Skill: Engineer (Nanotechnology).
  Other Required Skills: Engineer (Materials); Hazardous 
  Materials (Nanotech); Mathematics (Applied); Weird Science; 
  one of Chemistry, Metallurgy, or Physics (Solid-State Physics).
  Techniques: Debugging; Inspired Development; Inspired 
  Research.
  Perks: Better Gear (Nanotech); Cheaper Gear (Nanotech); 
  Technology Secret (Anomalous Properties; Biological Nano-
  tech; Self-Replication).
  Controlled Evolution
  5 points
  Style Prerequisite: Gadgeteer.
  Tech Levels: 5^ to 12^.
  Evolution is often imagined as a predictable process lead-
  ing humanity toward specific future forms – often superintelli-
  gent, psionic, or even disembodied mentalities, but sometimes 
  racially senescent and destined for extinction. If this style is 
  available, the GM must create templates for past and future 
  stages in the human evolutionary line. An evolutionary stage is 
  similar to an Alternate Form, but artificially triggered. While 
  the change may be reversible, be aware that physical technol-
  ogy can’t affect a disembodied mentality!
  At the GM’s option, the evolutionary future may have 
  branches rather than a single line, like Wells’ Eloi and 
  Morlocks. Evolutionary advance may send different subjects 
  down different branches, randomly or based on their indi-
  vidual traits.
  Bringing about a change requires a roll vs. Bioengineer-
  ing (Genetic Engineering) or Biology (Genetics). Mental 
  changes or purely cosmetic physical ones are Simple; other 
  alterations that retain a humanoid body are Average; trans-
  formations that result in a quadruped or ichthyoid body are 
  Complex; and processes that lead to non-vertebrate biolog-
  ical forms or disembodied mentalities are Amazing. Time 
  required for any such change is as for gadgeteering, either 
  regular or quick.
  Controlled Atavism (p. 30) and Organic Perfection (p. 32) 
  are plausible outcomes of Controlled Evolution.
  Technology Secret: Partial Change. Standard Controlled 
  Evolution at Average or higher complexity results in gain-
  ing all the traits of a template. This perk grants the ability to 
  advance or regress a single feature of the organism.
  Science fiction is full of 
  instances where a theoretical 
  breakthrough is quickly turned  
  into functional hardware.
  – GURPS Ultra-Tech
  
   
  WeiRd sCienCe 
  11
  Technology Secret: Saltation. A more drastic mutative 
  process that causes evolutionary change in the standard 10 
  seconds required for Shapeshifting (p. B83). Developing the 
  process, as opposed to applying it, still requires the usual time 
  for regular or quick gadgeteering.
  Limiting Skill: Weird Science.
  Other Required Skills: Paleontology; either Bioengineering 
  (Genetic Engineering) or Biology (Genetics); one of Electron-
  ics Operation (Medical), Pharmacy, or Physics (Probability 
  Physics or Radiation Physics).
  Techniques: Inspired Development; Inspired Research.
  Perks: Technology Secret (Partial Change; Saltation).
  Mind Modification
  10 points
  Style Prerequisite: Sensitive or 
  Empathy.
  Tech Levels: 5^ to 12^.
  By the mid-20th century, psy-
  chology had developed several 
  methods for changing human 
  behavior, and popular belief and 
  fiction credited it with more. 
  Mind Modification can do any-
  thing that cinematic treatments 
  of behavior modification, sublim-
  inal advertising, brainwashing, 
  or hypnotherapy say is possible. 
  It isn’t psionic and doesn’t involve 
  the Mind Control advantage.
  Mind Modification procedures 
  often bestow or eliminate mental disadvantages. Use Brain-
  washing to add or remove self-imposed mental disadvan-
  tages (e.g., to turn someone into a fanatic); Hypnotism to 
  cause short-term behavior changes, make posthypnotic sug-
  gestions, or suppress or restore memories; Psychology to 
  raise the self-control numbers for or remove emotionally 
  based disadvantages; or Teaching to reshape outward behav-
  ior, as in removing Odious Personal Habits. For details, see 
  Mind Modification (Trait) (p. 7). Normally, any favorable 
  change costs character points.
  Very potent modification might grant Logos (p. 27), 
  Noumena (pp. 33-35), or Void (pp. 39-40) abilities, or more 
  “ordinary” psionic or savant gifts.
  Technology Secret: Mental Enhancement. Advanced meth-
  ods can confer specialized mental abilities: Animal Empathy, 
  Combat Reflexes, Eidetic or Photographic Memory, Enhanced 
  Time Sense, High Pain Threshold, Indomitable, Lightning 
  Calculator or Intuitive Mathematician, Perfect Balance,  
  Single-Minded, Unfazeable, or Visualization. At the GM’s 
  option, Language Talent and Talents for skills are also options. 
  Every mental enhancement has a penalty of at least -1.
  Technology Secret: Psionic Activation. In a setting where 
  psionic abilities exist, Mind Modification can activate these 
  in anyone with an appropriate power Talent. Adding any such 
  gift has a penalty of at least -1.
  Technology Secret: Subliminals. You can plant hidden mes-
  sages in visual or auditory media, using single-frame images 
  or auditory masking. This requires a Propaganda roll, and 
  works on mass audiences. It can produce only quirk-level 
  changes, such as Likes or Dislikes. Base exposure time is one 
  month, with time spent (p. B346) giving a bonus for sustained 
  exposure or a penalty for quick campaigns.
  Limiting Skill: Hypnotism.
  Other Required Skills: Brainwashing; Detect Lies; Inter-
  rogation; Propaganda; Psychology (Experimental); Teach-
  ing; Weird Science; either Pharmacy (Synthetic) or Surgery 
  (Neurosurgery).
  Techniques: Mind Modification.
  Perks: Honest Face; Technology Secret (Mental Enhance-
  ment; Psionic Activation; Subliminals).
  Ontogenetics
  6 points
  Style Prerequisite: Gadgeteer.
  Tech Levels: 5^ to 7^.
  The shaping of biological tissue – living, dead, or syn-
  thetic – usually into human form or a semblance of it (as 
  in Shelley’s Frankenstein, Wells’ The Island of Dr. Moreau, 
  Burroughs’ Synthetic Men of Mars, or Čapek’s R.U.R.). A vari-
  ety of surgical procedures are basic to the style:
  • Brain: Surgery can repurpose neural tissue from percep-
  tion and movement to higher cognition. An Average procedure 
  gives -1 DX and +1 IQ, but also a net -1 Per; Will is unchanged. 
  (If working on a racial template, apply -1 DX, +1 IQ, -2 Per, -1 
  Will.) A Complex procedure doubles these modifications; an 
  Amazing one quadruples them.
  A different procedure allows grafting of additional brain 
  tissue. This is Amazing, requiring rolls against Pharmacy 
  (Synthetic) and either Surgery or Veterinary. A graft provides 
  +1 IQ, which also increases Per but not Will. (If working on a 
  racial template, apply +1 IQ, -1 Will.)
  Once an animal reaches IQ 6+, a further procedure can free 
  it of its mentality meta-traits (though it may still have Social 
  Stigma (Valuable Property)), but is liable to leave it subject to 
  Stress Atavism (12): Severe after a Simple procedure, Mod-
  erate after an Average one, Mild after a Complex one, and no 
  Stress Atavism after an Amazing one. This process can be used 
  on IQ 6+ animals such as chimpanzees with no preliminaries.
  memetiCs As WeiRd sCienCe
  In the Transhuman Space setting, the new science of memetics (the study of 
  how ideas and behavior patterns propagate from one sapient mind to another) 
  has given psychology and sociology more potent tools for shaping human behav-
  ior. It emerged at TL10, with the creation of sapient AIs. Transhuman Space: 
  Changing Times defines this field in rules terms and associates it with a Talent 
  called Memetics. That work offers a conservative version – but a more radical treat-
  ment is possible, where memetics is “magic mind control.”
  A Memetics weird-science style, available from TL10^, could have Memetics 1 
  as its style prerequisite (in Transhuman Space, all sapient AIs have this); Expert 
  Skill (Memetics) as its limiting skill; Mathematics (Statistics) and the skills aided 
  by Memetics as required skills; and memetic operations (Changing Times, p. 47) 
  as the equivalent of inventions. Alternatively, it might use Social Gadgeteering 
  (GURPS Infinite Worlds, p. 106).
  
   
  WeiRd sCienCe 
  12
  Example: Fascinated with cats, Mme. Clélie Rousseau 
  undertakes to improve a tiger’s intelligence. The tiger starts 
  with DX 13, IQ 4, and Per 12. Complex brain manipulation 
  gives it DX 11, IQ 6, and Per 10, after which an Amazing 
  brain-tissue graft gives it IQ 7 and Per 11. These processes 
  leave its Will 11 unchanged. (Its initial racial template has 
  +3 DX, -6 IQ, +8 Per, +7 Will; this changes first to +1 DX, -4 
  IQ, +4 Per, +5 Will, and then to +1 DX, -3 IQ, +4 Per, +4 Will.) 
  Finally, a Complex set of adjustments leaves it with Mild 
  Stress Atavism (12).
  • Manipulation: An animal with No Manipulators can’t be 
  enhanced surgically. No Fine Manipulators (paws or hooves) 
  can be upgraded to Ham-Fisted 2 (climbing paws), Ham-
  Fisted 2 to Ham-Fisted 1 (an ape’s hands), or Ham-Fisted 1 
  eliminated as a Simple operation; two steps are Average and 
  three are Complex. This is limited by posture: a Semi-Upright 
  animal can’t have better than Ham-Fisted 1, or a 
  Horizontal animal better than Ham-Fisted 2. 
  Animals rarely have Bad Grip – fine manipu-
  lators are usually found in tree-dwelling crea-
  tures that can’t afford Climbing penalties!
  • Posture: Eliminating Semi-Upright is a 
  Simple operation. Improving Horizontal to 
  Semi-Upright is Average; eliminating it entirely 
  is Complex. If the subject has the Invertebrate 
  disadvantage, increase difficulty by one step.
  • Vision: Other than cephalopods, birds, 
  and primates, most animals have Bad Sight 
  (Low Resolution): -4 to spot objects, -8 to make 
  out fine details (see GURPS Powers: Enhanced 
  Senses, p. 12). Improving this requires adding more neurons 
  to the retina, which is Amazing. Neither Blindness nor Color-
  blindness can be eliminated.
  • Voice: Cannot Speak can be replaced with Disturbing 
  Voice by an Average procedure. Speech cannot be improved 
  further, and Mute cannot be eliminated.
  • Whole Body: Building an entire organism from dead or 
  synthetic tissue is Amazing. Use Bioengineering (Tissue Engi-
  neering) to work with synthetic tissue.
  Technology Secret: Animation. Uses Chemistry or Electrician 
  to grant life to a body assembled from dead tissue. Complex.
  Technology Secret: Chimerization. You can incorporate 
  body parts from other species into your creations, granting 
  associated abilities, such as the vision of a bird of prey or 
  the venomous fangs of a snake. This is at least Complex, and 
  extra sets of limbs or body segments – as in a centauroid or 
  an “angelic” winged humanoid – are Amazing. See Enhanced 
  Senses for nonhuman sensory abilities and GURPS Bio-Tech 
  for a wider range of biological abilities.
  Technology Secret: Reanimation. Uses Chemistry, Elec-
  trician, or Pharmacy (Synthetic) to restore life to a (usually 
  human) corpse. Average with a freshly dead body, Complex 
  with older remains, or Amazing with an ancient mummy or 
  the like.
  Technology Secret: Synthetic Life. Uses Chemistry to create 
  artificial protoplasm that can be shaped into human or animal 
  form. Amazing.
  Technology Secret: Vitalization. Uses Chemistry, Electrician, 
  or Pharmacy (Synthetic) to enhance the vitality of a liv-
  ing being (animal or human): raising ST or HT; improving 
  appearance, fitness, or voice; or providing relevant perks. 
  Each improvement is at -1 per full 5 points of cumulative 
  improvement in a specific trait.
  At the GM’s discretion, other Technology Secrets may 
  be developed to create giants, invisible men, or other prodi-
  gies. Advanced Ontogenetics can grant abilities of Mutation 
  (pp. 30-33) or perhaps Parasitism (pp. 38-39).
  Limiting Skill: Weird Science.
  Other Required Skills: Biology; Physiology; one of Chemis-
  try, Electrician, or Pharmacy (Synthetic); one of Bioengineer-
  ing (Tissue Engineering), Surgery, or Veterinary.
  Techniques: Inspired Development; Inspired Research; 
  Work by Touch (Surgery).
  Perks: Attribute Substitution; Better Gear (Surgical Equip-
  ment); Call of the Wild; Cheaper Gear (Surgical Equipment); 
  Controllable Disadvantage (Callous); Equipment Bond (Sur-
  gical or Scientific Equipment); Technology Secret (Anima-
  tion; Chimerization; Reanimation; Synthetic 
  Life; Vitalization); Unusual Training.
  Para-Energetics
  6 points
  Style Prerequisite: Gadgeteer.
  Tech Levels: 6^ to 12^.
  The study and application of energy 
  unknown to 21st-century science. At the 
  GM’s discretion, there may be one or 
  many forms of such energy, and perhaps 
  multiple styles; they’re treated here as fall-
  ing under a single style.
  Generating or detecting para-energy and using it for simple 
  signaling (such as Morse code) are Simple. Voice transmis-
  sion and reception, and para-radar, are Average. High-band-
  width data transmission, including video, is Complex. Human 
  senses don’t respond to para-energy, so it can’t have “daz-
  zling” effects, but high-energy emissions that cause damage 
  are Complex, and laser-like coherent beams are Amazing.
  Para-Energetics can be a source of Para-Energy (pp. 35-37) 
  abilities, or of gadgets that emulate them. Weird radiation 
  can be a tool of Controlled Evolution (pp. 10-11), or confer 
  the powers of Mutation (pp. 30-33), Parasitism (pp. 38-39), or 
  even Metamateriality (pp. 28-30) through lab accidents.
  Technology Secret: Advanced Scan. Using para-energy for 
  a single superscience sensor function (bioscan, chemical 
  scan, or penetrating imagery) is Average. A comprehensive 
  suite (like an ultrascanner; see GURPS Ultra-Tech, p. 66)  
  is Complex.
  Technology Secret: Force Fields/Weapons. Static or slowly 
  changing para-energy fields can function as force fields. A sim-
  ple defensive field is Average, projecting force as an attack is 
  Complex, and elaborate manipulation is Amazing. Making 
  force weapons also falls under this secret: force blades are 
  Average, while force whips are Complex.
  Technology Secret: Reactionless Thrust. Low-thrust sys-
  tems (up to 0.3G or Basic Move/Acceleration 3) can be used 
  as non-Newtonian space drives, but can’t get off an earth-
  like planet unless they’re used for winged flight; such sys-
  tems are Simple. Medium-thrust systems (up to 1.5G or 
  Basic Move/Acceleration 15) are Average; high-thrust sys-
  tems (up to 6G or Basic Move/Acceleration 60) are Complex.  
  
   
  WeiRd sCienCe 
  13
  Systems with higher thrust (whatever the GM allows!)  
  are Amazing.
  Limiting Skill: Weird Science.
  Other Required Skills: Engineer (Electronics, Small Arms, 
  or Vehicle Type); Mathematics (Applied); Physics (Para-Ener-
  getic Physics); one of Armoury (Force Shields, Melee Weap-
  ons, or Small Arms) or Electronics Repair (Force Shields, 
  Para-Radionics, or Scientific).
  Techniques: Debugging; Inspired Development; Inspired 
  Research.
  Perks: Better Gear (Lab Equipment); Cheaper Gear (Lab 
  Equipment); Technology Secret (Advanced Scan; Force 
  Fields/Weapons; Reactionless Thrust).
  Psychical Research
  6 points
  Style Prerequisite: Charisma 1.
  Tech Levels: 5^ or 6^.
  Psychical Research grows out of 19th-century interest in 
  the scientific study of the mind. It encompasses mesmerism, 
  psychic phenomena, and spiritualism. Gadgets play little part, 
  though a few are invented at TL6 (see GURPS Horror, pp. 28, 
  29, 47, 48). Psychical Research can develop psionic abilities or 
  the weird powers of Noumena (pp. 33-35) or Void (pp. 39-40).
  A frequent technique for Psychical Research involves put-
  ting a psychic or a medium in a trance with Hypnotism. The 
  subject has one or more psionic or mediumistic abilities with 
  Unreliable (p. B116), and the trance gives +2 to the activation 
  number (the same +2 as for Autotrance, p. B101). Such a per-
  son may be treated as an Ally with an Unusual Background, 
  if he isn’t a PC.
  Hypnotism in this context – known as “animal magnetism” 
  or “mesmerism” – often has psychic overtones. A psychical 
  researcher may attempt Remote Hypnosis (p. 7).
  Limiting Skill: Weird Science.
  Other Required Skills: Expert Skill (Psionics); Expert Skill 
  (Thanatology); Hypnotism; one of Anthropology, Occultism, 
  or Psychology (Applied).
  Techniques: Mind Modification (Psionic Abilities); Remote 
  Hypnosis.
  Perks: Focused (Hypnotic Suggestions; Remote Hypno-
  sis); Good with Psychics; Secret Knowledge (Hidden Lore  
  (Spirit Lore)).
  Tesseraxis
  6 points
  Style Prerequisite: 4D Spatial Sense (p. 24) or Intuitive 
  Mathematician.
  Tech Levels: 2^ to 12^.
  Going back to the Pythagoreans and to Indian sutras, 
  Tesseraxis – from tesser- (four) + axis – combines the ratio-
  nal study of geometry with meditative techniques to gain 
  advanced understanding of space and time. Practitioners can 
  visualize movement in multidimensional space. A successful 
  Meditation roll gives +3 to Body Sense or Navigation (Hyper-
  space); if you have 4D Spatial Sense, this bonus is automatic.
  The Projection technique (p. 7) allows actual entry into 
  four-dimensional space, and is analogous to a Technology 
  Secret for this style. Alternatively, parachronic vehicles or 
  apparatus can accomplish this – but this style doesn’t encom-
  pass constructing such devices!
  Advanced use of Projection might lead to the develop-
  ment of Dimensional Control (pp. 24-26). Conversely, those 
  with latent Dimensional Control abilities – and perhaps 
  4D Spatial Sense – could master their power by studying 
  Tesseraxis. Exposure to four-dimensional environments or 
  conditions may lead to a wide variety of weird powers.
  Limiting Skill: Mathematics (Pure).
  Other Required Skills: Body Sense; Mathematics (Survey-
  ing); Meditation; Navigation (Hyperspace).
  Techniques: Facing Change; Projection.
  Perks: Eye for Distance.
  Transcendental Philosophy
  5 points
  Style Prerequisite: Illuminated.
  Tech Levels: Any.
  The ancient philosopher Plato compared the world our 
  senses perceive to shadows cast by unseen entities on the 
  walls of a cave. Transcendental Philosophy attempts to prove 
  that those entities exist – and in some versions, to train a 
  deeper level of the mind to respond to them, reaching past the 
  illusion of physical reality. Unlike most other styles, this one 
  isn’t tied to TL.
  Transcendental Philosophy is a plausible path to the pow-
  ers of Logos (p. 27), Noumena (pp. 33-35), or Void (pp. 39-40).
  Limiting Skill: Philosophy (Buddhism, Kantianism, 
  Neo-Platonism, Vedanta, etc.).
  Other Required Skills: Autohypnosis; Meditation; Teaching.
  Techniques: Heuristics; Illumination.
  Perks: Autotrance; Covenant of Rest; Patience of Job; 
  Secret Knowledge (Mental Strength).
  PsyCHotRoniCs  
  As WeiRd sCienCe
  GURPS Psi-Tech offers a book-length treatment of 
  technology that inhibits, modifies, or emulates psionic 
  abilities, using variants on electronics going back to 
  Kirlian photography and the Edison necrophone. 
  In some settings, these devices may be creations of 
  a Psychotronics weird-science style, available from 
  TL(6+1)^ on. Psychotronics would have Gadgeteer as 
  its style prerequisite; Weird Science as its limiting skill; 
  and required skills that include Mathematics (Applied), 
  Physics (Paraphysics), and skills for designing, repair-
  ing, and operating suitable equipment. Gadgets from 
  Psi-Tech could be treated as possible inventions, with 
  Complexity ratings based on listed cost.
  The Psionic power modifier (pp. B254-257) includes 
  -5% for the availability of technological countermea-
  sures. To reflect this, at least some antipsi devices 
  should be Simple inventions.
  
   
  WeiRd sCienCe 
  14
  Xenonucleonics
  8 points
  Style Prerequisite: Gadgeteer.
  Tech Levels: 8^ to 12^.
  Physicists have speculated about universes with different 
  natural laws, and the forms of matter that might exist there. 
  With advances in high-energy physics, it becomes possible to 
  create and stabilize such matter in the laboratory. The result is 
  substances with exotic properties. Use Physics to create such a 
  material, and Chemistry, Engineer (Materials), or Metallurgy 
  to process it into a usable form. The GM may apply penal-
  ties for anything that seems desirable to keep rare. Access to a 
  suitable substance gives +TL/2, rounded down, to appropriate 
  gadgeteering rolls.
  Any physicist who knows this style can create stable forms 
  of radioactive elements or isotopes. Such elements have 
  exotic chemical and metallurgical properties (virtually all are 
  metallic). If a mass of stabilized radioisotope is destabilized, 
  it may act as a fission bomb; until then, it has very low radio-
  activity: -5 to rolls to detect it. Stabilization is Simple for nat-
  urally occurring elements, Average for elements up to atomic 
  number 125, and Complex for anything heavier. Destabiliza-
  tion is always Simple – it merely returns the elements to their 
  natural state.
  Xenonucleonics may grant abilities included in Metamate-
  riality (pp. 28-30).
  Technology Secret: Anomalous Properties. The density, 
  elasticity, refractive index, acidity or alkalinity, and many 
  other physical and chemical properties of xenonuclear sub-
  stances can fall outside the ranges observed in normal matter. 
  Creating any such material is of at least Average difficulty.
  Technology Secret: Stabilized Phases. Xenonuclear sub-
  stances can exist on the Earth’s surface in physical forms and 
  states that are normally possible only in extreme environ-
  ments. Some examples:
  • Hyperdense matter includes muonic matter, in which 
  electrons in normal atoms are replaced with artificially sta-
  bilized muons, which orbit the nuclei far more closely (8.9 
  million times as dense as electronic matter); neutronium, or 
  neutron-degenerate matter, a liquid found under extreme 
  pressure in the interiors of neutron stars (12.5 trillion tons 
  per cubic foot); and strange matter, containing three kinds of 
  quarks instead of the two that make up normal atomic nuclei, 
  and probably even denser than neutronium. All of these 
  exceed the load-bearing capacity of the Earth’s crust and 
  would sink through it. Muonic matter is Amazing; the other 
  two are Complex.
  • Metallic hydrogen, an electrically conductive liquid, is 
  thought to exist in the interiors of gas giants, under pressures 
  exceeding 3,000,000 atmospheres. It weighs 37.5 lbs. per cubic 
  foot. It’s Flammable (p. B433) and burns extremely hot, inflict-
  ing 3d burning damage per second. If destabilized, it’s explo-
  sive (see the Relative Explosive Force Table, p. B415). Average.
  • Strangelets are microscopic particles of strange matter 
  that are more stable than atomic nuclei, and turn any nuclei 
  they contact into more strangelets. A particle beam of strange-
  lets could exhibit Cosmic, Intensified corrosion (p. 21). Some 
  versions would continue to create more strange matter until 
  they had consumed an entire planet, making them a plausible 
  doomsday weapon!
  • Supercritical fluids normally exist at very high tempera-
  tures and pressures, where liquids and gases cease to be dis-
  tinct states of matter. Like liquids, they can dissolve other 
  substances, and in fact are extremely effective 
  solvents; like gases, they have no surface ten-
  sion and can diffuse through microscopic 
  pores. Room-temperature supercritical fluids 
  give +4 to Chemistry and other skills that use 
  solvents. A cinematic supercritical fluid could 
  be similar to the alkahest sought by alchemi-
  cal experimenters (above). Complex.
  • Superfluids (such as helium II) normally 
  can only exist at extreme cryogenic tempera-
  tures. They have zero viscosity, allowing 
  them to flow over obstructions or through 
  extremely small pores (see Superfluidity, 
  p. 30), and higher heat conductivity than any 
  other known material. Complex.
  Limiting Skill: Weird Science.
  Other Required Skills: Engineer (Nuclear); 
  Hazardous Materials (Exotic Matter); Math-
  ematics (Applied); Physics (High-Energy 
  Physics); and two of Chemistry, Engineer 
  (Materials), or Metallurgy.
  Techniques: Debugging; Inspired Develop-
  ment; Inspired Research.
  Perks: Better Gear (Lab Equipment); 
  Cheaper Gear (Lab Equipment); Exotic Equip-
  ment Training; Technology Secret (Anoma-
  lous Properties; Stabilized Phases).
  AlCHemy As WeiRd sCienCe
  GURPS Fantasy-Tech 1: The Edge of Reality provides rules for 
  alchemy as an alternative technology, which could be expanded to treat 
  it as a weird-science style – a lower-tech substitute for Xenonucleon-
  ics (above) as an approach to transmutation, among other things. This 
  “Alchemic Art” would be alchemy not as magic but as an experimental 
  science. It would become available at TL(2+1)^, with the work of Maria 
  the Jewess in ancient Rome and of Taoist experimenters in China, and 
  continue through TL4^.
  Alchemic Art might have either Gadgeteer or Blessed (Harmony 
  with the Tao) as its prerequisite; see GURPS Thaumatology: Chinese 
  Elemental Powers, p. 15 for the latter trait. Alchemy would be its limit-
  ing skill. Other plausible skills include Expert Skill (Natural Philosophy), 
  Hazardous Materials (Chemical), and Metallurgy. At TL4, the school of 
  Paracelsus would add Pharmacy (Synthetic) and Poisons.
  Instead of gadgeteering modifiers, use the skill penalties The Edge of 
  Reality provides for transmutation of metals and refinement of elixirs. 
  Technology Secret perks would allow additional creations. Some would 
  be realistic, like porcelain – a major goal of TL4 research in Europe. 
  Others would be cinematic: alkahest (the universal solvent), philosoph-
  ical mercury and the philosopher’s stone (alchemical catalysts), and 
  homunculi (living creatures made by nurturing human bodily fluids in 
  an alchemical vessel; treat this as synthetic life, p. 12).
  
   
  ReAlms And PHenomenA 
  15
  Human laboratories and technological projects aren’t the 
  only sources of weirdness in the world. Scientists may find 
  weirdness rather than create it, or an outbreak of weirdness 
  may disrupt ordinary people’s lives – the plot of many a horror 
  story! By definition, weirdness isn’t part of everyday reality, 
  but it may exist elsewhere in reality . . . or in a different reality.
  outeR sPACe
  A classic source for weirdness is outer space: other plan-
  ets, solar systems, or galaxies, or the void between them. 
  Scientists commonly assume that the same natural laws apply 
  throughout the observable universe, but this hasn’t always 
  been so. Classical thinkers believed earthly and heavenly bod-
  ies had different laws of motion, which Aristotle explained by 
  the heavens being made of aether, an unearthly “fifth element” 
  or quintessence. When astronomers recognized that other 
  galaxies existed (still debated as late as 1920), they called 
  them “island universes,” and writers such as H.P. Lovecraft 
  imagined that they might have different natural laws. Vernor 
  Vinge’s Zones of Thought novels envision concentric galac-
  tic domains where natural and artificial intelligence and even 
  physical laws are different – and the outermost layer holds 
  godlike powers, some of them malevolent. Some recent the-
  ories speculate that the entire observable universe is one of 
  many domains in a larger cosmos.
  Even without divergent natural laws, space travelers might 
  discover exotic substances or life forms. Alternatively, these 
  might show up on Earth, as in Lovecraft’s “The Colour out 
  of Space” or on the television series Smallville. Current phys-
  ics suggests a variety of arcane possibilities: dark matter and 
  energy, antimatter, strangelets and other forms of quark mat-
  ter, and stable topological defects such as cosmic strings and 
  magnetic monopoles.
  CHAPteR tWo
  ReAlms And 
  PHenomenA
  HyPeRsPACe
  Hyperspace is a hypothetical space with more than 
  three dimensions. Most fictional treatments assume one 
  extra dimension is enough, though any number can be 
  described mathematically. Travel through hyperspace 
  may be a product of arcane mathematical knowledge 
  (Tesseraxis, p. 13), a capability granted to three-dimen-
  sional beings by a weird power (Dimensional Control, 
  pp. 24-26), or an ability or advantage of entities native 
  to it. The first method compares to the other two some-
  what as the Swimming skill compares to the Amphibious 
  or Aquatic trait: they give rise to different experiences of 
  hyperspace. The following description can be used to por-
  tray these experiences, but it’s merely plausible specula-
  tion – GMs may invent their own versions.
  Hyperspace could be filled with vast numbers of uni-
  verses, like sheets of paper in a ream. But it’s convenient 
  to assume there’s open hyperspace allowing four-dimen-
  sional movement. Such movement can bypass three- 
  dimensional barriers as easily as a three-dimensional man 
  can step over a line on the floor. Even a few four-dimen-
  sional steps can get past a locked door; free movement in 
  hyperspace allows startling maneuvers (Four-Dimensional 
  Combat, p. 26).
  Whatever four-dimensional substance fills hyper-
  space, human explorers can’t breathe there and thus can 
  stay for only a short time. Hyperspatial creatures can 
  breathe its hyperatmosphere, and empowered humans 
  may gain this ability.
  Light and other electromagnetic radiation is three- 
  dimensional and can’t be used to see in hyperspace.  
  Science-fiction writers such as Lee Correy (Starship 
  Through Space) and Larry Niven (the Known Space series) 
  envisioned being in hyperspace as a kind of blindness – 
  not darkness, but a “blind spot” where visual perception is 
  nullified. If you enter hyperspace, you can’t see the three- 
  dimensional world, or be seen from it, unless you drop 
  back in to navigate. Four-dimensional powers might 
  include an analog of vision; beings that have this may 
  also see three-dimensional entities, like shadows on a 
  wall. Lacking this, finding your way through hyperspace 
  requires Body Sense or Navigation (Hyperspace) roll.
  If three-dimensional space is curved or warped rather 
  than flat, three- and four-dimensional distances need not 
  correspond; working through the fourth dimension can 
  provide increased reach or enhanced movement.
  
   
  ReAlms And PHenomenA 
  16
  If other worlds are inhabited, their scientists might have 
  discovered weird phenomena and based their technology on 
  them – or they may have created them with superscience. 
  Such things could simply represent a higher TL – consider 
  how a smartphone would look to Archimedes! – but they 
  might rest on weird science. Alien space travelers might even 
  bring such things to Earth; the power rings of the Green 
  Lantern Corps are an example.
  Beyond outer space, there’s the science-fiction concept of 
  “subspace” or “hyperspace” (p. 15). Hyperspace is a classic 
  source for weirdness. It may transform those who enter or 
  pass through it – or strange creatures may emerge from it, such 
  as Frank Belknap Long’s Hounds of Tindalos.
  Beings from outer space might have the powers of Meta-
  materiality (pp. 28-30), Mutation (pp. 30-33), or Parasitism 
  (pp. 38-39). Para-Energy (pp. 35-37) is less likely, but alien 
  technology may use it. Hyperspatial beings might possess 
  Dimensional Control (pp. 24-26).
  PAst And futuRe
  Weirdness might dwell in the depths of time rather than 
  space. Inflationary cosmology, a widely accepted theory of 
  the early history of the universe, envisions its beginning 
  with a succession of epochs shaped by different fundamen-
  tal physical forces. Physicists also speculate about possible 
  futures, including some where the nature of reality would 
  again be changed.
  On a far shorter time scale, the human future may include 
  the discovery of superscience beyond our current knowledge. 
  Nonhuman civilizations might have had such technology in 
  the past. If time travel is possible, visitors from the past or 
  future may bring exotic objects, or knowledge of them, to the 
  present – or time travelers might go looking for them.
  Visitors from the past or future might have Mutation 
  (pp. 30-33) or Parasitism (pp. 38-39), and their technology 
  may use Para-Energy (pp. 35-37). Beings from remote cosmic 
  eras might wield the powers of Metamateriality (pp. 28-30) or 
  Para-Energy.
  PARAllel WoRlds And 
  AlteRnAte univeRses
  Writers have been exploring historical “what ifs” for 
  a long time; the Roman historian Livy speculated about 
  Alexander the Great attacking early Rome, for example. 
  Science-fiction writers added the idea that such worlds 
  could actually exist (often justified now by the “many worlds” 
  interpretation of quantum mechanics) and that 
  adventurers could travel to them, not forward 
  or backward in time, but sideways – a phrasing 
  coined by Murray Leinster in a 1934 short story. 
  The Infinite Worlds campaign setting (pp. B523-
  546 and GURPS Infinite Worlds) is founded on 
  this assumption.
  A divergent history might be more advanced 
  than the history of the real world, and may have 
  discovered superscience as a result. Or it might 
  have stumbled on superscience much earlier and 
  developed along a different technological path.
  Such “parallel worlds” are imagined as hav-
  ing the same natural laws as our universe. But 
  science fiction and recent speculations in physics 
  envision “alternate universes” with different laws. 
  These may be parallel worlds where the Big Bang 
  established different fundamental physical con-
  stants – or they might have originated in different 
  Big Bangs. Travel to such realms may well mean 
  instant death, but perhaps superscience could find compatible 
  universes or provide a protective bubble of the travelers’ natu-
  ral laws. Objects from other universes would almost unavoid-
  ably have weird properties.
  Inter-universal travel envisions different universes as 
  separated by some kind of distance or interval – an added 
  dimension of time or space. This can be treated as a variant of 
  hyperspace (p. 15). Perhaps travel between the stars involves 
  side trips into other universes!
  Alternate universes are a natural justification for Metama-
  teriality (pp. 28-30) or Para-Energy (pp. 35-37), and perhaps 
  for Dimensional Control (pp. 24-26).
  ReAlms And CAmPAigns
  The realms this chapter describes mostly provide external 
  sources for weirdness in a campaign set in a more familiar world; 
  e.g., a cosmic-horror or black-ops game. But a weird realm could be 
  a campaign setting.
  The abilities of beings in such a realm won’t have the Weird 
  modifier (p. 19). They don’t come from an alien source! They may 
  be wild advantages, or have other power modifiers; they might be 
  subject to countermeasures that are mundane for that world.
  Similarly, the associated sciences and technologies may look 
  exotic, but they won’t be superscience. The principles they’re based 
  on are the natural laws of that world. Their study isn’t Weird Sci-
  ence, but simply the way science would develop in that setting, 
  among beings who take it for granted.
  You must talk of Space and Galaxies and 
  tesseractic fallacies in slick and mystic style.
  – Isaac Asimov,  
  “The Foundation of S.F. Success”
  
   
  ReAlms And PHenomenA 
  17
  metAPHysiCAl ReAlms
  “Alternate universes” suggests realms governed by physical 
  laws – their fundamental constants may differ, but they have 
  some form of physics as science understands it. But philoso-
  phers and theologians have speculated about domains gov-
  erned by something other than physics.
  Other Planes
  Many of these realms are conceived of as different aspects 
  or kinds of existence. In occult thought and often in fantasy, the 
  usual word for them is planes. They’re also sometimes called 
  dimensions. Some are alternate possibilities; e.g., the domains 
  of the four elements, or worlds of magic rather than science. 
  Others are typically described as “higher” or “lower”; for 
  example, heaven and hell in medieval cosmology. Noumena 
  (pp. 33-35) can be interpreted in terms of other planes; Void 
  (pp. 39-40) might also be viewed as a kind of other plane.
  Behind the Veil
  Strange domains may also be a matter of knowledge or 
  consciousness. Many philosophers have taught that the senses 
  are deceptive and the physical world is a shared hallucination 
  that veils an unknown reality. If we could reprogram or refo-
  cus our minds, we would know what the illusion was hiding. 
  We might gain the power to reshape our perceptions – or to 
  transcend them.
  The oldest such theories looked on meditation and mys-
  ticism as paths to true knowledge. More recently, the Sapir-
  Whorf hypothesis proposed that language controls our 
  thinking or even our perceptions – a cornerstone of GURPS 
  Horror: The Madness Dossier. Increasing use of computers 
  suggested that experienced reality is no more than an elabo-
  rate virtual reality, as in The Matrix. Any of these ideas could 
  be a path to superhuman powers, especially Logos (p. 27) 
  and Noumena (pp. 33-35).
  singulARities
  Singularities are places where mathematical relation-
  ships become undefined – and if those relationships represent 
  laws of nature, places where nature becomes unpredictable, 
  such as black holes. In some interpretations, spatial singu-
  larities may be gateways to hyperspatial paths or alternate 
  universes. This sort of singularity falls into the category of 
  “outer-space weirdness.”
  In an influential essay, Vernor 
  Vinge proposed that sufficiently rapid 
  technological progress could lead  
  to superhuman intelligence (cyber-
  netic or biological), after which pre-
  diction of the future – including 
  prediction by science-fiction writers – 
  would become impossible. By analogy 
  to the unobservability of events inside 
  black holes, Vinge called this “the singularity.” In a setting 
  where such a singularity is near, many small strangenesses 
  are possible; Transhuman Space portrays such a world.
  Physicist Frank Tipler, in The Physics of Immortality, pos-
  tulated a godlike superintelligence at the end of time. Such 
  a distant singularity might be a source of isolated weirdness 
  at remote points in space or even at times in its distant past 
  (which would be our present), via time travel. Charles Stross’ 
  first novel, Singularity Sky, assumes such interventions.
  tHe fouR ReAlms
  The cosmology of GURPS Cabal – influenced by Her-
  metic and Kabbalistic thought – is a set of planes or meta-
  physical realms, ranked as higher and lower:
  Assiah, the Material Realm, is physical reality as most 
  human beings experience it.
  Yetzirah, the Astral Realm, is a fantastic, rather dream-
  like world of legends and spirits. Its denizens can manip-
  ulate it in a way that’s impossible for visitors without 
  special abilities.
  Briah, the Iconic Realm, is a domain of abstract 
  essences – the decans – in their true forms. Among the 
  decans are those of the elemental planes, which make up 
  part of Briah.
  Atziluth, the Spiritual Realm, is the domain of the God-
  head, experienced as a sense of mystical oneness.
  The GM who wants a more philosophical approach to 
  metaphysical planes may find this interpretation usable: 
  The essence of magic is the use of signs. These come in 
  three kinds, each associated with a different plane and 
  magical principle:
  • Assiah is the realm of causal signs, such as thunder 
  as a sign of lightning. Physical entities are connected by 
  causal interaction, and those that have interacted remain 
  linked by the Law of Contagion.
  • Yetzirah is the realm of images or resemblances, such 
  as gold being a sign of the sun by its color and brightness. 
  Astral entities in Yetzirah are connected by likeness of 
  form, as defined by the Law of Similarity.
  • Briah is the realm of linguistic signs or names. 
  Abstract entities in Briah are connected to their names, in 
  accord with the Law of Names.
  • In Atziluth, there’s no question of “connection.” 
  Everything is One, and that One signifies itself.
  Each of the higher realms can be a source of different 
  kinds of weirdness on the material plane.
  . . . the geometry of the dream-place he saw was 
  abnormal, non-Euclidean, and loathsomely redolent  
  of spheres and dimensions apart from ours.
  – H.P. Lovecraft, “The Call of Cthulhu”
  
   
  ReAlms And PHenomenA 
  18
  Superhuman intellectual ability might have access to 
  almost any of the powers in Chapter 3. Logos (p. 27) is per-
  haps the single most appropriate choice.
  ReliCs And ReAlity sHARds
  Fiction portrays relics of vanished human civilizations, 
  nonhuman civilizations, and alien visits. Some stories depict 
  entire relic civilizations; Atlantis is especially popular, whether 
  as sunken ruins or as a living city of mer-people. Civilizations 
  such as these are often conceived as having technology based 
  on principles unknown today.
  Some relics might survive from an entirely different real-
  ity. Physicists have seriously speculated, for example, that 
  magnetic monopoles are relics of the first instants 
  after the Big Bang – and puzzled over why we 
  haven’t found any! What if, with the tiny scale 
  and high energy density of that epoch, entire 
  civilizations arose and perished in less than a 
  microsecond, leaving artifacts of their technol-
  ogy, or even inhabited refuges smaller than a 
  molecule, shielded against the lethal new uni-
  verse around them?
  Metaphysical changes in reality can also 
  be imagined, as in Tolkien’s account of the 
  fall of Numenor, when the flat Earth was 
  remade as a globe; the Rings of Power and 
  the elves themselves are metaphysical relics. 
  S.M. Stirling’s Emberverse series envisions 
  a reversal of such an event that brings magic 
  back into the world  – including weird magical 
  threats to humanity. This is also the premise 
  of the classic roleplaying game Shadowrun.
  If time travel is possible, it may enable 
  changing the past, replacing one history 
  with another – a process known as a reality 
  quake (p. B534 and GURPS Infinite Worlds, 
  pp. 76-77) in the Infinite Worlds setting. Mary 
  Gentle’s Ash envisions archaeologists and 
  historians perplexed by traces of a vanished 
  history. See GURPS Horror: The Madness Dossier for an 
  entire campaign framework based on such a replacement – 
  and on the threat of its being undone and the original history 
  restored! Relics from replaced histories, or reality shards, 
  might have the potential to transform the universe into the 
  likeness of the one they came from. A classic treatment is 
  Jorge Luis Borges’ “Tlön, Uqbar, Orbis Tertius,” in which 
  an encyclopedia article about a country in an invented 
  world opens the way for an invasion by that world’s reality.
  Any of the powers in Chapter 3 can come from – or  
  be – a reality shard.
  exPeRimentAl WeiRdness
  Even if weird realms are inaccessible and weird objects 
  aren’t scattered around, it may be possible to manifest or 
  create weirdness experimentally. The history of science fur-
  nishes models for this; for example, when Becquerel dis-
  covered that uranium salts would blacken a photographic 
  plate, the resulting investigation of radioactivity overturned 
  firmly established natural laws such as conservation of 
  mass. Researchers may concentrate traces of weirdness, 
  develop sensitive detectors for it, or generate it artificially.
  Weird experiments are a big part of cinematic science. 
  Their discoveries can be the basis for applied techniques 
  such as those discussed in Chapter 1. They might grant 
  strange powers like those in Chapter 3. They may also produce 
  the same kinds of lab accidents as weird technology (see the 
  Random Side Effects Table, p. B479).
  A potential threat of experimental weirdness is that it might 
  spread beyond the laboratory, altering the nature of reality 
  (see Gadgeteer, p. 4). This could create a doomsday device – 
  one that would make human survival impossible. Or it may 
  infect the world with survivable weirdness, turning people 
  into supers or zombies, or leading to a post-apocalyptic set-
  ting or a return of magic.
  WeiRd sCienCe And 
  suPeRsCienCe
  The TLs assigned to weird-science styles in Chapter 1 
  bear the “^” symbol for superscience. It’s hard to avoid 
  this – if you can do things that go beyond what real science 
  is capable of, you must be relying on unknown scientific 
  principles! Yet not all superscience is weird science.
  The styles in this work are cinematic; they’re designed 
  to fit the scientists of movies and pulp fiction. Weird sci-
  ence is about astonishing new theories that fit perfectly 
  into this approach. Superscience includes scientific prin-
  ciples that we haven’t discovered yet and may never dis-
  cover, but that could inspire structured, reproducible 
  research and invention if they were true. Weird science is 
  often irreproducible, or reproducible only through special 
  personal insights and at the risk of one’s sanity.
  
   
  PoWeRs 
  19
  Weird powers often go beyond the normal limits of pow-
  ers, and even of unmodified advantages, to grant strange 
  and unaccountable abilities. Human beings might gain them 
  through scientific experiments, acquire them through esoteric 
  training, or invent (or be given) related technological or 
  magical gadgets. Alien entities may have them inherently or 
  develop technologies that confer them. Such capabilities can 
  create challenging adversaries – or unusual heroes.
  defining PoWeRs
  Powers in GURPS have a standard structure. Those in 
  this supplement are defined in specific ways within that 
  framework.
  souRCes And modifieRs
  Every ability a power grants (see Abilities, p. 20) has the 
  power’s power modifier. For the examples in this chapter, 
  that’s normally one of the following:
  Cosmic: These abilities embody the inherent nature of real-
  ity or of consciousness; they’re the capabilities of true gods, 
  of enlightened sages who’ve seen through the illusion of the 
  physical world, or of alien entities with mysterious powers. 
  They’re not a product of the physics of a particular actual uni-
  verse, but of the metaphysics of any possible universe. Such 
  gifts function in any bodily form their possessor takes, or in 
  any world he visits. Logos (p. 27), Noumena (pp. 33-35), and 
  Void (pp. 39-40) provide Cosmic abilities. +50%.
  Weird: These abilities may be granted by weird science, or 
  might reflect origins in specific weird realms with different 
  natural laws. Methods invented or discovered by weird science 
  can disrupt them (-5%). They’re also susceptible to anti-pow-
  ers (-5%), including forms of Neutralize and Static. -10%.
  Enhancements
  Many varieties of the Cosmic enhancement are avail-
  able; see GURPS Power-Ups 4: Enhancements, pp. 7-9. The 
  Cosmic power modifier doesn’t automatically grant these; 
  some are worth much more than +50%. However, if you 
  have any Cosmic enhancement, you can also count the first 
  +50% as granting the power modifier – you need not include  
  that separately.
  Some special enhancements have costs and 
  effects similar to Cosmic enhancements, and 
  may count toward a Cosmic power modifier in 
  the same way, at the GM’s discretion: Inspired 
  (Intuition, GURPS Powers, p. 56); Matter Eater 
  (Universal Digestion, GURPS Powers, p. 86); 
  No Intercept (Scanning Sense, GURPS Powers, 
  p. 72); Permanent (Snatcher, p. B86); Universal 
  (Mind Probe and Mind Reading, p. B69, and 
  Telesend, p. B91); Unlimited (Morph, p. B85); and 
  Words of Power (Rapier Wit, GURPS Powers, 
  p. 70). Record these as, for example, “Inspired 
  (Cosmic)” if they provide the power modifier.
  Hardened (Damage Resistance, pp. B46-47) is a special 
  case: It reduces the armor divisor of an attack by up to six 
  steps, from “ignores DR” to 1 (no divisor). The highest divisor, 
  “ignores DR,” is a form of “Cosmic, Irresistible attack” (worth 
  +300%). Taking the full six steps of Hardened counters this 
  enhancement and should also be considered Cosmic, meaning 
  that it counts toward the Cosmic power modifier. Fewer steps 
  only partially counter the Cosmic enhancement and shouldn’t 
  provide the power modifier.
  An ability isn’t required to have the Cosmic power modifier 
  to take a Cosmic enhancement – the enhancement may simply 
  mean it gets to break some of the normal rules.
  Gadgets
  Weird science can create devices that emulate many 
  weird powers. If an ability has the Weird power modifier, a 
  corresponding device has the Weirdtech power modifier (use 
  the same value for both). In addition, it takes suitable gadget 
  limitations (pp. B116-117). In a campaign that uses weird- 
  science styles, gadgets are normally created using such 
  styles and can’t be bought with money alone. Gadgets cre-
  ated with Gadgeteer (Cosmic, Items need not obey local laws 
  of physics; Cosmic, Lingering effect) count as nonreparable; 
  without Cosmic, Lingering effect, they count as Unique.  
  CHAPteR tHRee
  PoWeRs
  These beings, some of them 
  have powers from your darkest 
  nightmares.
  – Hank Henshaw,  
  in Supergirl #1.1
  
   
  PoWeRs 
  20
  In any case, if stolen, they won’t immediately be useful to the 
  thief – attempts to make them work must treat them as weird 
  technology (p. B479).
  Abilities with the Cosmic power modifier can’t be duplicated 
  with invented devices. They can be embodied in extraordinary 
  objects, however. These can take some gadget limitations: they 
  can usually be stolen (though they won’t necessarily work for 
  the thief, and attempts to make them work are often perilous), 
  but are seldom breakable at all. Typically they’re Unique, but 
  some exist in large or even unlimited numbers; e.g., the Lens 
  of E.E. Smith’s Galactic Patrol, or the revitalizing lembas of 
  J.R.R. Tolkien’s Middle-Earth (inspired by the consecrated 
  Host in Catholic doctrine).
  Beings with inherent Cosmic powers usually don’t rely on 
  devices – their capabilities are inherent in all their manifesta-
  tions, regardless of place or bodily form. However, it’s possi-
  ble for a power to take the form of a separate artifact, such as 
  Thor’s hammer. Some such items can be treated as gadgets 
  that can be stolen; others will be manifested in any suitable 
  object their owner wields in any form he assumes.
  Abilities
  A power’s abilities are the set of advantages which bear its 
  power modifier (p. 19). Other enhancements and limitations 
  can also be applied. The abilities of a power should share a 
  common theme. For example, those of Para-Energy have the 
  theme “based on forms of energy unknown to science.” This 
  can include various types of perception, communication, 
  attack, defense, manipulation, and propulsion, as these are all 
  plausible uses of energy. It shouldn’t encompass mind-reading 
  or healing, though – not without an excellent rationale!
  Many abilities grant bonuses to skills: +2 if the ability sub-
  stitutes for fine-quality mundane equipment; +4 if its aid is 
  truly miraculous.
  tAlents
  Most power Talents – including those for weird powers – 
  cost 5 points/level and offer four levels. Some are broad 
  enough to encompass several ordinary Talents as subdivi-
  sions; e.g., Metamateriality Talent could apply to exotic sub-
  stances as different as fire and ice. These broader Talents 
  cost 10 points/level. A Talent for a nearly universal power 
  would cost 15 points/level.
  If a Talent provides significant advantages outside of its 
  effect on powers, its cost can be higher. For example, Void 
  Talent affects reaction rolls in a manner similar to Social 
  Regard (Feared), raising its cost to 10 points/level.
  Talents add, directly or indirectly, to most rolls to use abil-
  ities. In particular, they aid in using abilities defensively with 
  a Power Block, Power Dodge, or Power Parry. Rolls for these 
  are as follows:
  Power Block = 3 + (HT + Talent)/2 for physical abilities, or 
  3 + (Will + Talent)/2 for mental abilities
  Power Dodge = 3 + Basic Speed + Talent/2
  Power Parry = 3 + (Innate Attack skill + Talent)/2
  In all cases, drop all fractions.
  otHeR PoWeR modifieRs
  The Weird power modifier has the same value as 
  Psionic or Super, and limits abilities in similar ways. In 
  some campaigns, it might be identical to one of these! On 
  the other hand, the GM may not want all psis or supers to 
  be “weird” – or to allow antipsi or anti-super measures to 
  work against weird foes.
  Many weird abilities could take other power modifiers. 
  Modifiers worth -10% can simply replace Weird without 
  affecting point costs. Various abilities might be Biological 
  (granted by an organism’s internal structure and physiol-
  ogy), Chi (created by a subtle vital force, perhaps manipu-
  lated by Taoist or Western alchemy), Divine (bestowed by 
  alien cosmic gods), Psionic (strange powers of the mind), 
  Savant (the result of unusual cognitive gifts and states of 
  consciousness), or Super (possessed by larger-than-life 
  heroes). Modifiers of other sizes are fine, too, but require 
  recalculation of point costs.
  Weird Gets Weirder
  Then again, weird abilities may be more exotic! There 
  are alternative ways to define the Weird modifier, with dif-
  ferent values. The GM is free to pick one of these instead 
  of the standard -10% version.
  The standard modifier treats weirdness as many 
  comics treat superpowers: The same anti-powers and 
  technologies are effective against all weird powers. What 
  if that’s not true? Maybe there are three or four differ-
  ent power sources – or 20, or 100! With a few variations, 
  each is probably still worth -10%, just as Psionic and 
  Super and Weird are all -10%. But with more and more 
  varieties, the chance of having the right countermeasures 
  available grows smaller. Eventually, it’s small enough to 
  be rounded off to 0%, at which point you might as well 
  call them all “Weird.”
  This is especially plausible if weird powers are typi-
  cally created by Gadgeteer (Cosmic, Items need not obey 
  local laws of physics). In that case, every weird power is 
  its own violation of natural law! Powers gained in this way 
  have a 0% version of Weird.
  Weird powers may come from being a native of a dif-
  ferent reality than Earth’s. If they also work in the alien 
  (to you!) universe where Earth exists, then they can func-
  tion in two different realities, not just one, and their exotic 
  origins may make them resistant to normal countermea-
  sures or opposed advantages. This is a partial step toward 
  Cosmic. See p. 32 of GURPS Powers for rules for a mid-
  dle tier of abilities between Cosmic and lesser powers; 
  in this case, the middle tier would be “Weird, +25%.” (If 
  your abilities work only in your own reality, they’re effec-
  tively just wild advantages under its different laws . . . but 
  they’re useless or dangerous in a campaign set on Earth.)
  
   
  PoWeRs 
  21
  vARiAnt AdvAntAges
  Several abilities in this chapter are based on new ver-
  sions of existing advantages or new interpretations of exist-
  ing versions.
  Control
  see GURPS Powers, pp. 90-92
  Godlike Control (Powers, p. 92) suggests that Control might 
  be applied to ubiquitous abstract principles – such as Space 
  and Time – at a base cost of 30 points/level. It’s also possible to 
  define narrower subsets of such categories as Common, Occa-
  sional, or Rare. For example, Scale Alteration (p. 25) is based 
  on control of Size, treated as a Common subset of Space.
  Processes can be treated as narrower subsets of Time. How-
  ever, modifiers for time spent (p. B346) apply to a process’ rate 
  or speed instead; thus, ¥2 to ¥30 rate means the process takes 
  1/2 to 1/30 as long, while 90% of the rate (that is, 10% less) 
  results in the process taking (100/90) = 1.11¥ as long. Reduc-
  ing the rate to 0% brings the process to a complete stop! See 
  Catalysis (p. 28) and Nuclear Suppression (p. 36) for examples.
  Doesn’t Breathe
  see p. B49
  Some life forms have a variation on this trait:
  Anaerobic: Your metabolism does not rely on oxygen or any 
  other reactive gas, making you immune to suffocation (low or 
  high pressure still affects you in other ways). If you can shift 
  freely between aerobic and anaerobic metabolism, treat this 
  as a +0% modifier to Doesn’t Breathe. If oxygen is poisonous 
  to you, acting as a lethal gas on exposure (roll vs. HT-2 every 
  minute to avoid 1 point of toxic damage; see p. B429), Doesn’t 
  Breathe (Anaerobic) is a 0-point feature.
  Illusion
  see GURPS Powers, pp. 94-95
  This advantage can have a further enhancement:
  Cosmic, Can heal as well as harm: Only available in con-
  junction with Mental and Stigmata. You can use your mental 
  illusions to relieve an injured person’s suffering – and this is 
  so realistic that you actually diminish his physiological shock 
  and accelerate his healing! Roll a Quick Contest of IQ vs. his 
  Will. If you win, you heal HP of actual injury equal to your 
  margin of victory. Repeated use on the same subject is at a 
  cumulative -3 per previous successful application that day. As 
  with inflicting injuries via Stigmata, this doesn’t work if the 
  subject is unconscious. +50%.
  Injury Tolerance
  see pp. B60-61
  Alien beings – or visitors to alien realms – may have a new 
  form of this advantage:
  Environmental Adaptation: Your body can adapt physi-
  ologically to any planetary environment or to existence in 
  outer space, acquiring a new native atmosphere, gravity, and 
  temperature (see Native Environments, p. 22). You never 
  require Increased Life Support (p. B139). Environments 
  where chemically bonded matter can’t survive, such as neu-
  tron stars, will still kill you.
  The transformation takes 10 seconds, during which time 
  you are unable to take any external action and may suffer 
  harm from hostile conditions. Your advantage activates auto-
  matically on exposure to a different environment, but you 
  can delay adaptation by making a Will roll once per minute 
  (repeated rolls are at -2 if you suffer injury, or -5 if the injury 
  exceeds your HP). Your body may undergo visible changes in 
  the process – including acquiring new organs such as gills – 
  but you can’t choose a specific form or appearance.
  You are not protected against Innate Attacks or weapons 
  with comparable effects, or against sudden, intense changes 
  such as collisions, explosions, explosive decompression,  
  or fires.
  Environmental Adaptation costs 100 points.
  Special Limitation
  Terrestrial: You can adapt only to earthly environments that 
  support life. You can endure glaciers, deserts, deep caves, the 
  oceanic abyss, or deep-ocean vents – but on other planets or in 
  space, you still need life support. -50%.
  Innate Attack
  see pp. B61-62
  Two additional modifiers are available for Innate Attack:
  Cosmic, Intensified corrosion: Only for Corrosion Attack. 
  For each point of basic damage you inflict, reduce the target’s 
  DR by 1. +200%.
  Requires Grapple: Only available in conjunction with Melee 
  Attack. A simple touch inflicts no damage – you must commit 
  to holding on, which ties up a hand or other body part and 
  exposes you to harm inflicted by contact with the target. Apply 
  damage after each full second the hold is maintained. -10%.  
  A variant, Half Damage Without Grapple, is -5%.
  A cloak of darkness  
  she wove about them when 
  Melkor and Ungoliant set forth:  
  an Unlight, in which things 
  seemed to be no more, and 
  which eyes could not pierce,  
  for it was void.
  – J.R.R. Tolkien,  
  The Silmarillion
  
   
  PoWeRs 
  22
  Internal Advantages
  see GURPS Bio-Tech, pp. 97-98
  An organism or a machine can take a physical advantage 
  that operates only inside its body. This costs 1/5 normal; e.g., 
  Internal Damage Resistance, which works only against attacks 
  from spaces within the body (natural organs or Payload), has 
  a base cost of 1 point/level. Such a trait isn’t an advantage 
  with a limitation but rather a different basic advantage with 
  lower point cost, to which enhancements and limitations can 
  be applied as usual.
  The sensory and motor functions of 
  normal organisms operate externally, 
  but internal versions are possible. 
  Internal Arms or Strikers have 1/5 of 
  the usual cost of Extra Arms or Striker; 
  Internal Hearing costs 4 points; Inter-
  nal Sight, 10 points; Internal Speech, 5 
  points; and Internal Taste and Smell, 
  1 point.
  Modular Abilities
  see p. B71
  Some of the abilities defined in this 
  chapter are based on new variants of 
  Modular Abilities:
  Epigenetics: By selectively activat-
  ing and deactivating parts of your 
  genetic code, you can change the 
  structure and function of your body – 
  and perhaps of your mind. Activating 
  a trait takes 10 seconds per character 
  point. Cost per slot: 5 points base + 4 
  points per point of abilities.
  Runes of Power: You can write or 
  engrave characters from a special set 
  of symbols that have direct power over 
  any sapient mind – or, with the Physical 
  enhancement, over reality itself! Trac-
  ing the necessary signs requires 10 sec-
  onds per character point and an Artist 
  (Calligraphy) roll. Critical failure sub-
  jects you to an incapacitating condi-
  tion (pp. B428-429) appropriate to the 
  power you’re using; this lasts for 1d 
  minutes unless the condition notes a 
  different duration. Cost per slot: 6 points 
  base + 3 points per point of abilities.
  Possession
  see pp. B75-76
  The Parasitic limitation requires 
  getting into the host’s body physi-
  cally. This can be done using Perme-
  ation (Flesh) (p. B75) or by choosing 
  a host with sufficient Payload to allow 
  it (p. B74), but there’s a third option: 
  being tiny enough to fit inside the nat-
  ural spaces within your host’s body. 
  Against an SM 0 subject, a success-
  ful grapple or jump lets an invader 
  with SM -12 or smaller get into an 
  open mouth, or one with SM -13 or 
  smaller enter a nostril or other orifice.  
  nAtive enviRonments
  GURPS generally treats a creature’s ability to survive and function in its 
  native environment as having no point cost. For example, Doesn’t Breathe 
  (Gills) is a 0-point feature for those who can only breathe underwater. Mak-
  ing the existing rules work for natives of exotic environments requires some 
  adjustments and clarifications, however.
  Atmospheric Composition
  As pp. 138-140 of GURPS Space explain, living creatures might evolve to 
  gain energy from breathing hydrogen, methane, sulfur compounds, or even 
  chlorine or fluorine. Such atmospheres wouldn’t be suffocating, toxic, or cor-
  rosive (p. B429) to them – but ones containing oxygen would be! A different 
  metabolic cycle like this costs 0 points for life forms that can’t switch to oxygen.
  Anaerobic life forms gain energy from breaking down complex mole-
  cules, without needing to breathe. Oxygen is often toxic to them. See Doesn’t 
  Breathe (p. 21).
  Atmospheric Pressure
  A race may have any native atmospheric pressure. All atmospheric pressure 
  ranges defined in the rules are multiplied by its native pressure in atmospheres 
  (pp. B429-430). If its native pressure is vacuum, any positive pressure counts 
  as “superdense” – and when rolling vs. HT to avoid injury (p. B435), treat any 
  such pressure as 30¥ native pressure, exactly canceling the basic +3.
  Some creatures native to vacuum, where there’s nothing to breathe, can be 
  treated as anaerobic (see above). Others have closed metabolic cycles, which 
  requires Sealed (p. B82); this protects them from the harmful effects of various 
  gases, and isn’t a 0-point feature!
  Gravity
  A different native gravity costs no points in itself. The existing rules for 
  moving to higher or lower gravity (p. B350) work well for 1G creatures, but 
  produce less plausible results otherwise: natives of high-gravity worlds end 
  up heavily burdened by their own bodies; natives of low-gravity worlds can 
  move freely at up to 1G. Changing the multiplier for added encumbrance at 
  higher-than-native gravity to (local gravity in Gs - native gravity in Gs) avoids 
  these problems; e.g., a 125-lb. native of Mars (0.38G) on Earth would suffer an 
  encumbrance of 125 lbs. ¥ (1.00 - 0.38) = 77.5 lbs. from its own body weight.
  Having a different native gravity doesn’t automatically increase or decrease 
  your ST. You must still buy ST up or down to match the weight of objects 
  under local gravity; see Home Gravity, pp. B17-18.
  Temperature
  The standard comfort zone is 55°F wide (p. B93). But hydrogen freezes at 
  14 K and boils at 20 K – a difference of only 6 K or 11°F! The standard zone is far 
  too wide for cryogenic life forms. As p. 30 of GURPS Underground Adventures 
  suggests, non-water-based life forms may have narrower or wider zones. For 
  example, the human comfort zone ranges from 275 to 305 K; dividing by 16 
  gives a range from 17.2 to 19.1 K, fitting neatly into hydrogen’s liquidity range. 
  Divide or multiply Temperature Tolerance increments by the same amount; 
  e.g., a liquid-hydrogen creature with HT 10 would add 10/16 = 0.625°F, or 
  0.35 K, to its comfort zone per point spent.
  
   
  PoWeRs 
  23
  He can then crawl into an internal cavity such as the stom-
  ach – though if he enters a lung, he’s likely to provoke 
  coughing fits! A parasite with SM -19 or smaller can get 
  into the bloodstream via an open wound or by injection. 
  Against life forms of other SMs, add the host’s SM to these 
  SM requirements.
  Two new modifiers are available:
  External: Only available in conjunction with Limited 
  Parasite or Parasitic. Where a standard parasite must get 
  inside its host (equivalent to Blood Agent), you need only 
  attach yourself to his skin (comparable to Contact 
  Agent). You can’t treat his HP as extra DR and his 
  body’s DR doesn’t protect you – in fact, if he has DR, 
  you can’t affect him unless that DR has the Tough 
  Skin limitation. You perceive with your own senses, 
  though you’re aware of what he perceives with  
  his. +10%.
  Limited Parasite: A more biologically realistic 
  version of Parasitic, with less focused control: You 
  can’t command your host to take specific actions, 
  but you can reconstruct his psyche, adding or 
  removing mental disadvantages as described for 
  Conditioning (p. B69). -80%, or -75% if you can also 
  suggest a general course of action, as described for 
  the Suggest skill (p. B191).
  Resistant
  see pp. B80-81
  Some weird abilities aid resistance against threats:
  Mental Influence: “Influence Skills” is a Common 
  category; Immunity to Influence Skills is equiva-
  lent to Indomitable (see p. B60 and GURPS Social  
  Engineering, p. 77). “External Control” is Very Com-
  mon, and includes Influence skills, Hypnotism, mind control 
  through magic or powers, and mental possession.
  Mutation: “Weird Radiation” (p. 37), if the setting includes 
  it, counts as a Rare condition; Immunity totally prevents its 
  effects. “Mutagenic Effects” – including realistic mutation by 
  toxins, radiation, and environmental stress – is Occasional.
  Pain: “Pain” is a Very Common category. Resistant to Pain 
  (+3) is equivalent to High Pain Threshold (p. B59). Immunity 
  to Pain lets you ignore knockdown, physical stun, physical tor-
  ture, and painful or stunning afflictions.
  Scanning Sense
  see pp. B81-82
  Any variety of Scanning Sense with imaging capability can 
  be given the Stethoscopic enhancement defined for Sensitive 
  Touch (GURPS Powers, p. 73). This costs +50% and allows 
  the sense to detect sound by sensing the vibrations of surfaces 
  such as windows.
  Sensitive Touch
  see p. B83
  This advantage can take a new enhancement:
  Microscopic: Each level gives 10¥ magnification, allowing 
  -6 in SM penalties to be disregarded. +25%/level.
  Shapeshifting
  see pp. B83-85
  Shapeshifting can have a new special limitation:
  Skinbound: You change form by donning the skin of a 
  creature of that form, which becomes part of your body – or 
  you take off the skin of your base form, which must be kept 
  safe if you’re to change back. Buy either version as a set of 
  gadget limitations, but halve their total value, as they only 
  apply in one shape.
  Telecommunication
  see p. B91
  An additional form of Telecommunication may exist in a 
  weird-science campaign:
  Para-Radio: Like Para-Radar (p. B81), this is based on a 
  form of energy unknown to 21st-century science. Treat it as 
  identical to Radio (base range 10 miles) but without many of 
  its limitations: It functions as well underwater as in air, and 
  isn’t blocked by ordinary shielding (such as Faraday cages or 
  being underground); radio-frequency “noise” from lightning, 
  unshielded electronics, or conventional jammers doesn’t 
  interfere with it. You can pick up other para-radio sources 
  on an IQ roll, but you can neither detect nor be detected by 
  conventional radio. 20 points.
  PeRks
  A few new and modified perks come up around weirdness.
  Injury Tolerance
  see pp. B60-61
  Anatomical differences may grant two perk-level forms of 
  this advantage. These are 0-point features if not using the new 
  hit locations from GURPS Martial Arts, p. 137.
  unusuAl bACkgRound
  Beings created or empowered by weird science, or native 
  to weird realms, often have Unusual Backgrounds. The “area 
  classes” defined for Area Knowledge (pp. B176-177) offer 
  a basis for assigning costs according to the size of the area 
  within which you’re the only one of your kind, or perhaps one 
  of very few:
  Neighborhood or Small Rural Area: 0 points.
  Village or Town: 10 points.
  City: 20 points.
  Barony, County, Duchy, State, or Small Nation: 30 points.
  Large Nation: 40 points.
  Planet: 50 points.
  Interplanetary State: 60 points.
  Galaxy: 70 points.
  Universe or Plane of Existence: 80 points.
  All Possible Universes or Planes: 100 points.
  
   
  PoWeRs 
  24
  No Ears: You lack visible or targetable ears but can still 
  hear with your body surface or using internal body cavities 
  (unless you suffer from Deafness, p. B129). You can be deaf-
  ened, but only by area attacks or environmental sound that 
  blankets an area.
  No Nose: You have no nose or comparable organ but 
  are still able to smell (unless you suffer from No Sense of  
  Smell/Taste, p. B146). This might go with Doesn’t Breathe 
  (Oxygen Absorption or Oxygen Combustion, p. B49); how-
  ever, you may still have one or more breathing orifices and 
  simply not keep your olfactory receptors there. Whatever 
  receptors you have, they don’t protrude and can’t be attacked, 
  and your sense of smell can’t be thwarted by blocking or cov-
  ering a specific body part.
  Radiation Recovery
  With this exotic perk – typically arising from physiologi-
  cal differences – you don’t heal any faster from radiation than 
  the normal 10 rads/day, but you heal from all of the original 
  damage. Regeneration (Heals Radiation or Radiation Only) 
  includes this perk automatically – don’t take both!
  Sanitized Metabolism
  see p. B101
  This can be a leveled perk for entities with weird powers: 
  -1/level to attempts to track you by scent.
  dimensionAl ContRol
  Three-dimensional beings may gain the ability to extend 
  themselves into a fourth dimension, through training or 
  through exposure to hyperspatial forces. Natives of hyperspa-
  tial realms have that capacity naturally. In either case, this 
  extension can be the basis of powers over space and time as 
  normal human beings experience them. The usual effects are 
  short-range, rather than letting the user jump in an instant to 
  a distant place, time, or cosmos – but a more broadly defined 
  power could include those greater capabilities.
  Power Talent: 5 points/level. A Talent that includes Dimen-
  sion Travel, Teleportation, and Time Mastery (see GURPS 
  Powers) cost 10 points/level.
  Power Modifier: Weird, -10%. You are attuned to extradi-
  mensional realms and draw your powers from them.
  4D Spatial Sense
  14 points
  You enjoy all the benefits of 3D Spatial Sense (p. B34), but 
  in four dimensions – not just three. You can always sense the 
  added direction that’s at right angles to everything else. You 
  have +3 to find your way through four-dimensional mazes 
  and to use skills that involve maneuvering in four dimensions, 
  including Navigation (Hyperspace). You may add your Talent 
  to Body Sense (p. 5) rolls.
  If you use Projection (p. 7), you’re exempt from the Intuitive 
  Mathematician and Mathematics (Pure) prerequisites, your 
  default is Meditation-3, and your upper limit is Meditation+3.
  Statistics: 3D Spatial Sense (Cosmic, Extra dimension, 
  +50%; Weird, -10%) [14].
  Extradimensionality
  274/287/325/389 points
  You can shift your body – or part of it – into four-dimen-
  sional space, along with objects weighing up to BL, 2¥BL, 
  3¥BL, or 6¥BL, depending on your level. You can always 
  breathe (or otherwise sustain your metabolism) while in 
  four-dimensional space.
  You can bypass three-dimensional obstacles as easily as a 
  three-dimensional person could step over a line drawn on the 
  floor. You can attempt a Power Dodge against any three-di-
  mensional attack, sidestepping in a direction that three-di-
  mensional beings can’t perceive.
  You can become invisible by moving into the fourth dimen-
  sion – but because electromagnetic radiation, including light, 
  is three-dimensional, you lose the ability to see unless you also 
  take Hypervision (p. 25). Finding your way through hyper-
  space blind requires a roll against Body Sense (p. 5), possi-
  bly aided by 4D Spatial Sense (above). If you’re adjacent to 
  three-dimensional space, you can reach into it and manipu-
  late objects (at -5 to skill for working by touch; see p. B233) 
  or even strike or grapple foes (at -6 to the attack roll if you’re 
  used to hyperspace, -10 otherwise; see p. B547). You can’t 
  speak or make sounds while hyperspatial.
  You have the option of skimming along three-dimensional 
  space, catching glimpses of your position and tactical situ-
  ation. This gives your invisibility the equivalent of a fringe 
  effect: others can spot you at -6 to Vision and attack you at -6 
  to hit. However, it opens up a variety of combat options (Four-
  Dimensional Combat, p. 26). You get +4 to Shadowing attempts 
  if you can make a Body Sense roll for each Shadowing roll.
  Statistics: Insubstantiality (Hyperspatial; Can Carry 
  Objects, No encumbrance, +10%; Ghost Air*, +10%; Par-
  tial Change, Can turn carried objects substantial, +100%; 
  Weird, -10%) [168] + Invisibility (Hyperspatial; Accessibil-
  ity, Only to three-dimensional beings, -10%; Accessibility, 
  Only while insubstantial, -10%; Affects Machines, +50%; Can 
  Carry Objects, No encumbrance, +10%; Extended, All senses, 
  +100%; Fringe, -10%; Switchable, +10%; Weird, -10%) [92]†
  + Invisibility (Hyperspatial; Accessibility, Only to three- 
  dimensional beings, -10%; Accessibility, Only while insub-
  stantial, -10%; Affects Machines, +50%; Can Carry Objects, 
  No encumbrance, +10%; Extended, All senses, +100%; Switch-
  able, +10%; Temporary Disadvantage, Blindness (Only to 
  three-dimensional space, -10%), -45%; Temporary Disadvan-
  tage, Mute, -25%; Weird, -10%) [14]†.
  Additional levels increase the amount carried to Light 
  [+13], Medium [+51], and Heavy [+115] encumbrance.
  * If you are not natively hyperspatial, but a three-dimen-
  sional being who has gained hyperspatial powers, you may 
  be unable to breathe in hyperspace; see Projection (p. 7).  
  
   
  PoWeRs 
  25
  Can’t Breathe in Hyperspace, a -10% limitation on Insubstanti-
  ality, replaces Ghost Air, reducing Extradimensionality’s cost 
  by 16 points.
  † The second instance of Invisibility is 
  an alternative ability (¥1/5 cost) to the first.
  Hypervision
  14/74 points
  You can see in four spatial dimen-
  sions as well as three, and aren’t blind 
  in hyperspace (see Hyperspace, p. 15, and 
  Extradimensionality, pp. 24-25). You can perceive hyperspa-
  tial beings, whether or not you are in hyperspace.
  At the second level, you can look back from hyperspace 
  at three-dimensional locations up to 10 yards away (double 
  range by spending 2 FP/minute). Roll vs. IQ or Mathematics 
  (Surveying), aided by Talent, to select a viewpoint. Failure by 
  1 gets the wrong viewpoint, greater failure leaves you unable 
  to interpret what you see, and critical failure leaves you unable 
  to make sense of visual information for 1d hours.
  Statistics: See Invisible (Hyperspatial; Weird, -10%) [14]. 
  The second level adds Clairsentience (Accessibility, Only from 
  hyperspace, -10%; Clairvoyance, -10%; Cosmic, Does not 
  require line of sight, +50%; Weird, -10%) [60].
  Scale Alteration
  28 points/level
  This ability lets you alter the volume your person and 
  possessions occupy. Each level gives you ±2 to SM by tak-
  ing a Concentrate maneuver and making an IQ roll, aided 
  by Talent. Talent also benefits any rolls required to move 
  through the environment at a different size. Increasing 
  your SM adds to your Intimidation rolls (p. B202) and reach 
  (p. B402). A Power Dodge to reduce SM can enable you to 
  shrink away from an attack.
  Scale Alteration doesn’t change your weight – you aren’t 
  actually getting bigger or smaller, but expanding or contract-
  ing the space you and your possessions occupy. Your ST and 
  HP are likewise unchanged. Any size decrease makes you too 
  dense to float, while a height/length increase of ¥10 or more 
  (+6 to SM) makes you lighter than air!
  The force of your blows remains the same but is spread 
  over more or less area. They acquire an armor divisor of (2), 
  (5), or (10) for one, two, or three levels of contraction, or of 
  (0.5), (0.2), or (0.1) for one, two, or three levels of expansion – 
  and at any level of expansion, treat unarmored targets as 
  having DR 1. The GM may continue these armor-divisor pro-
  gressions for higher levels of this ability. Your density has 
  the opposite effect on incoming attacks: they have armor 
  divisors greater than one when you’re expanded, less than 
  one when you’re contracted.
  Statistics: Control 2 (Size; Accessibility, Self Only, -20%; 
  Weird, -10%) [28/level].
  Tangency
  84 points
  You can project a limb (arm or leg) or an extremity (hand 
  or foot) to a distant location. It isn’t truly severed from your 
  body and needn’t be cut off – you’re reaching through an 
  extra dimension. Your body part can be used to grapple, 
  strike, lift and throw objects, and wield tools 
  and weapons, provided the weight of any-
  thing picked up doesn’t exceed 2¥BL. You 
  can even pull objects back through hyper-
  space! In combat, this lets you attack a foe 
  from behind.
  If working at a distance, apply the 
  appropriate range modifier. Talent reduces 
  this penalty and also cancels your penal-
  ties for Deceptive Attacks using your ability. 
  You can place your limbs in locations you can’t see, but at -5 
  to skill rolls for working by touch or -6 to attack rolls. The sec-
  ond level of Hypervision (p. 25) eliminates all these penalties.
  Statistics: Injury Tolerance (Independent Body Parts; Cos-
  mic, Four-dimensional, +50%; Cosmic, Voluntary, +50%; 
  Instant Reattachment, +50%; Weird, -10%) [84].
  Timeskip
  40 points
  You can travel in time, but only for an extremely short 
  span! Each “skip” takes you one second into the future and 
  costs 1 FP. Once per second, in emergencies, you can do so 
  without preparation, by making a Power Dodge; you vanish 
  from the scene of combat and reappear in the same place and 
  position one second later. When not in peril, skipping requires 
  an IQ roll, at -1 per second less than five seconds spent con-
  centrating. Talent adds to this roll.
  Three-dimensional beings are unable to “hitch a ride” 
  with you.
  Statistics: Jumper (Time; Faster Concentration 5 (Full 
  Power in Emergencies Only, -20%), +20%; Improved, +10%; 
  Limited Jump, 1 second forward, -80%; Weird, -10%) [40].
  Virtual Pocket
  2/3/5/6/7 points
  You can place objects in an extradimensional space whose 
  access travels with you. Each level provides space for (HP ¥ 
  HP)/1,000 cubic feet of possessions. While you can multiply 
  by 20 lbs./cubic foot to estimate weight, the contents aren’t 
  affected by gravity and capacity doesn’t depend on your ST.
  Rather than being protected by your defensive advantages, 
  your possessions are in another dimension entirely and can’t 
  be affected by any normal attack – though other-dimensional 
  beings or dimensionally powered foes might pick your pocket! 
  If your cargo is a single object, getting it out takes one second 
  or a Fast-Draw roll (aided by Talent). When carrying multi-
  ple objects, extracting a specific item requires 1d seconds per 
  level of ability and a DX roll at -5 for working by touch (also 
  aided by Talent).
  You may define this ability as multiple small pockets rather 
  than a single large one, so that you can keep important things 
  in separate pockets.
  Statistics: Payload 1 (Cosmic, Four-dimensional, +50%; 
  Weird, -10%) [1.4/level*].
  * Multiply by number of levels, maximum five, and then 
  round up.
  
   
  PoWeRs 
  26
  fouR-dimensionAl CombAt
  Dimensional Control has many combat applications – 
  not as the equivalent of built-in weapons or armor, but as 
  an adjunct to melee. These fall into two groups: bonuses 
  to standard combat moves and access to entirely new 
  ones. Talent doesn’t aid these actions directly.
  Extradimensionality (pp. 24-25) provides combat 
  bonuses comparable to the bonuses discussed in Abilities 
  Enhancing Skills (GURPS Powers, pp. 162-163). It com-
  bines best with skills that emphasize control of space: 
  Acrobatics, Boxing, Judo, Karate, and fencing skills. 
  Using Extradimensionality effectively requires an IQ or 
  Body Sense roll, aided by Talent. The following options 
  are available:
  Attack: You can either strike from exactly the direction 
  you want, gaining the +4 for Telegraphic Attack without 
  giving your foe +2 to defend, or strike from an unexpected 
  angle (e.g., from the side when you’re in front), giving 
  your target the -2 to defend for Deceptive Attack without 
  taking -4 to your attack.
  Close Combat: You can cancel the first -4 to skill for 
  using a weapon with Reach longer than C in close combat.
  Dodge: To use Extradimensionality for this, perform a 
  Power Dodge.
  Evade: You can gain +4 to DX, Acrobatics, or Judo in 
  the Quick Contest to evade a foe, and may use Body Sense 
  to evade at the same bonus.
  Parry: You gain an extra +2 to parries if you use your 
  ability to retreat.
  As a source of new moves, Extradimensionality is a 
  prerequisite for several techniques. At the GM’s discre-
  tion, improving these may require Style Familiarity in a 
  martial art that has Extradimensionality as prerequisite 
  and that includes Body Sense (or Acrobatics and 4D Spa-
  tial Sense); Boxing, Judo, Karate, or a fencing skill; and 
  possibly Mathematics (Pure) – imagine a practitioner 
  of La Verdadera Destreza (GURPS Martial Arts, p. 158) 
  learning to maneuver four-dimensionally! Such a style 
  might even be the basis for a wildcard skill.
  Attack from Nowhere
  Hard
  Default: prerequisite skill-3.
  Prerequisites: Extradimensionality and any unarmed or 
  Melee Weapon skill; cannot exceed prerequisite skill.
  You slip into the fourth dimension to await and 
  ambush a foe. Preparing this requires a Quick Contest: 
  your Stealth vs. his Vision (usually at -6 for Extradi-
  mensionality’s fringe effect). Roll against Attack from 
  Nowhere to strike into three-dimensional space. If you 
  won the Quick Contest, your target has no active defense; 
  otherwise, he defends at -2.
  If you have 4D Spatial Sense, its bonus cancels the 
  default penalty and you needn’t buy this technique. If you 
  have Hypervision, you can retreat further into hyperspace, 
  so that you’re completely invisible and your victim auto-
  matically has no active defense. If your opponent has 
  Hypervision, he contests your Stealth with unmodified 
  Vision regardless of how far you’ve moved into hyperspace.
  Disorient
  Hard
  Default: Judo-3.
  Prerequisites: Extradimensionality and Judo; cannot 
  exceed Judo.
  On your turn after a successful Judo parry, you may 
  use Disorient to attack the opponent you parried. He may 
  attempt any active defense – but if he fails, you throw 
  him through the fourth dimension to any location within 
  10 yards of you! He must roll vs. Body Sense (defaults to 
  Acrobatics-3 or DX-6). Failure means he’s disoriented and 
  can do nothing but defend for one turn. Critical failure 
  causes him to fall down, physically stunned; his recovery 
  rolls are against DX. If this is his first experience of hyper-
  space, failure at Body Sense also triggers a Fright Check, 
  at -5 for critical failure.
  Facing Change
  see p. 6
  Local Orientation
  Hard
  Defaults: Acrobatics or Dancing.
  Prerequisites: Extradimensionality, Body Sense, and 
  Acrobatics or Dancing.
  An advanced variation on Facing Change: You use your 
  control of spatial dimensions to change your personal “up” 
  and “down” in a gravity field. Apply -3 to Local Orientation 
  for a barely perceptible tilt (others roll vs. Perception or 
  Observation to notice, at +2 for 3D or 4D Spatial Sense), 
  -5 for a different direction (standing on walls), or -8 for 
  reversal (standing on the ceiling). Then roll against the 
  lower of your modified technique or unmodified skill to 
  execute the stunt. Making such a shift gives you an extra +2 
  when retreating. You can use this to “fall upward,” but you 
  take normal falling damage (pp. B430-432) upon landing!
  Phantom Attack
  Hard
  Default: prerequisite skill-4.
  Prerequisites: Extradimensionality and Boxing, Karate, 
  or a fencing skill; cannot exceed prerequisite skill.
  By attacking through four-dimensional space, you can 
  strike past three-dimensional physical armor, gaining an 
  armor divisor of (5). Your unarmed attacks can target the 
  vitals at the usual -3 without being impaling or piercing. 
  If you target the skull (-7), your armor divisor does affect 
  skull DR.
  
   
  PoWeRs 
  27
  logos
  In Greek, logos means “word” or “speech.” As a power, 
  Logos encompasses abilities that go beyond language’s realis-
  tic limits. Legends associate many of these gifts with religious 
  prophets, but they can also derive from insight into the nature 
  of language.
  Power Talent: 5 points/level.
  Power Modifier: Cosmic, +50%.
  Gift of Tongues
  48 points
  When you speak, each member of your 
  audience understands you as though you 
  were speaking their native language (but 
  you don’t gain the ability to understand 
  them). This requires an IQ or Mimicry 
  (Speech) roll at -4, but there are no addi-
  tional penalties for an unseen audience. Talent aids such rolls, 
  and Penetrating Voice gives +1 for unamplified speaking. The 
  effect also works through electronic amplification for an audi-
  ence that’s physically present, but not via telecommunication 
  or recorded messages. The loudness of your natural or ampli-
  fied voice determines base range, as explained in Hearing 
  (p. B358); double this for each point of your margin of success.
  Statistics: Telesend (Accessibility, Must be able to speak, 
  -20%; Broadcast, +50%; Hearing-Based, -20%; Universal (Cos-
  mic), +50%) [48].
  Hexing
  10 points
  You have the ability to speak a curse against a foe using 
  language in its primal form, which no sapient being can fail 
  to understand. Roll a Quick Contest of Public Speaking, aided 
  by Talent, vs. your subject’s Will; you can curse multiple peo-
  ple, but you are at -1 per enemy beyond the first and must 
  know something the entire group has in common. Victory 
  means your victim is mentally stunned (p. B420), even if 
  Unfazeable; critical success also causes him to inflict 1 HP of 
  injury on himself accidentally. There’s no effect on a tie or a 
  loss – though critical failure enrages your opponent, possibly 
  triggering Berserk or Bloodlust.
  Statistics: Rapier Wit (Words of Power (Cosmic), +100%) 
  [10].
  Hyperliteracy
  14 points
  You have written comprehension of any language used by 
  sapient beings. This doesn’t allow you to speak or sign, or to 
  understand others who do.
  Activating your ability requires 30 seconds tracing out the 
  characters of a “key” that renders the target language accessi-
  ble. Roll against Artist (Calligraphy) to do so. Success means 
  that while reading texts, you can grasp their concepts, how-
  ever alien; make an IQ roll to retain the gist of unfamiliar 
  ideas. Critical failure at copying the key distorts the meaning 
  of what you read, with effects as for hallucinating (p. B429). 
  Talent adds to both Artist and IQ rolls.
  Statistics: Runes of Power 1 (3) (Cosmic, Grasp concepts 
  by knowing words, +50%; Trait-Limited, Written languages, 
  -60%) [14].
  Imperium
  95/115/135 points
  By speaking a command to someone in a language you 
  both know, you can place him under your control with a Quick 
  Contest of your IQ, aided by Talent, vs. his Will. Prolonged 
  concentration doesn’t give bonuses to IQ. You can apply this 
  ability to any number of people without penalty, one person 
  at a time.
  If you win, you impress your order on your subject’s mind 
  for three minutes per point by which he lost. Duration is 30 
  minutes per point at the second level of Imperium, and five 
  hours per point at the third and highest level. When this period 
  ends, your target remembers both your orders and his actions.
  If you lose or tie, you can’t make another attempt on the 
  same person for 24 hours.
  Statistics: Mind Control (Accessibility, Must be able to 
  speak, -20%; Accessibility, Only those who know your lan-
  guage, -10%; Cosmic, +50%; Extended Duration, 3¥, +20%; 
  Hearing-Based, -20%; Independent, +70%) [95]. Added levels 
  increase Extended Duration to 30¥ (+60%) [115] and then 
  300¥ (+100%) [135].
  True Speech
  5 points/level
  You have an enhanced ability to convince an audience of 
  the truth of your statements. Add +1/level to Public Speaking 
  and reaction rolls relating to giving information; Talent grants 
  a bonus to such rolls. You can also ignore up to -3/level in 
  penalties for language comprehension, cultural differences, 
  or negative reaction modifiers; listeners respond to your per-
  ception of truth, not the manner in which you present it. You 
  must actually believe what you’re saying to be true; if not, your 
  gift mysteriously deserts you.
  Statistics: Charisma (Accessibility, Only when telling the 
  truth, -30%; Aspected: Only for testimony, -20%; Cosmic,  
  +3/level to erase penalties for cultural differences, lan-
  guage comprehension, or negative reaction modifiers, +50%)  
  [5/level].
  We dissect nature along lines laid down 
  by our native languages.
  – Benjamin Lee Whorf, 
  Language, Thought, and Reality
  
   
  PoWeRs 
  28
  metAmAteRiAlity
  Your body is formed from or can change into substances 
  with physical properties unattainable by normal matter. Meta-
  materiality is a widespread power in cosmic horror; some 
  supers have it as well.
  Power Talent: 10 points/level for any metamaterial; 5 
  points/level for a specific exotic “element” comparable to  
  fire or ice.
  Power Modifier: Weird, -10%.
  Catalysis
  52 points + 22 points/additional level
  Your body’s surface is a universal catalyst, able to alter 
  chemical reaction rates on contact. This ability can affect 
  rates on the surface of a solid object out to one yard/level from 
  the point where you touch it; it can influence rates in a volume 
  of liquid or gas four yards high or deep, with a radius in yards 
  equal to your level. To establish control, roll vs. HT, with a 
  bonus for Talent. Talent also aids IQ and skill rolls to control 
  chemical processes. Specific effects include the following:
  • You can slow a reaction rate by 10% per level or hasten it 
  by ¥2 per level. For example, you could alter the time required 
  for acid to affect a physical object. At level 10, you can bring 
  any reaction to a complete stop.
  • In non-extreme environments, the first level lets you com-
  pel equipment to roll vs. HT once a day to avoid failure; each 
  level past the first halves the time between rolls. In extreme 
  environments, the progression begins with two rolls daily at 
  the first level.
  • For every three full levels, you can alter a material’s flam-
  mability class by one step; see Making Things Burn (p. B433). 
  If something is already burning, you can alter its combustion 
  rate – but you’ll suffer the usual burning damage while mak-
  ing contact to do so. If you’re trying to extinguish a fire, roll 
  vs. its HT (16 for an intense flame, 11 for an ordinary flame, 
  or 6 for a faint, wavering one) minus your level. You can alter 
  damage per second from flame by ±1/level; this doesn’t affect 
  damage from hot material such as live steam or molten metal!
  • You have +1 per level to Chemistry rolls to synthesize 
  a desired substance. This cannot transmute elements and 
  doesn’t supply chemical reactions with energy or reverse their 
  direction. It simply makes chemical processes more efficient, 
  as enzymes do in a living body.
  In addition, your body surface naturally resists being 
  changed by chemical reactions. You enjoy DR 12 vs. acids, 
  alkalis, oxidizing agents, and the like – including exotic sub-
  stances such as hyperacids (p. 34).
  Statistics: Control 1 (Chemical Processes; Based on HT, 
  +20%; Weird, -10%) [22] + Damage Resistance 12 (Limited, 
  Corrosion damage, -40%; Weird, -10%) [30]. Additional levels 
  increase Control [22/level].
  Denser Molecular Structure
  43/120/188/280 points
  Your body’s substance is abnormally dense. You have the 
  minimum required ST to support your denser form (Strength 
  and Weight, above), and gain all its usual benefits; you may buy 
  additional ST with the same modifiers. (Don’t lower your base 
  ST below 10!) You suffer various inconveniences from your 
  added weight, such as inability to float, furniture collapsing, 
  elevators failing to lift you, or even sinking into soft ground.
  Your enhanced ST and HP are products of alien body com-
  position, not of muscular development or other normal biolog-
  ical traits. Talent adds to HT-based resistance rolls 
  against being disintegrated, made insubstantial, 
  Affliction (ST Penalty), Leech, and self-inflicted 
  injury while using your ST.
  Statistics: ST +5 (Density ¥3, -5%; Weird, 
  -10%) [43]; ST +15 (Density ¥10, -10%; Weird, 
  -10%) [120]; ST +25 (Density ¥30, -15%; Weird, 
  -10%) [188]; or ST +40 (Density ¥100, -20%; 
  Weird, -10%) [280].
  Extensibility
  107/181/255 points
  Instead of a solid skeleton, you have a fluidic 
  one maintained by hydrostatic pressure. You 
  can deform your body structure to reach great 
  distances or squeeze through narrow openings. 
  This can affect your overall SM, giving +6, +12, 
  or +18, and multiplying your height ¥10, ¥100, or 
  ¥1,000. You can adjust your SM by ±(Talent+1) 
  per second. You gain several other benefits:
  • Your reach increases by +7, +70, or +700 
  yards, and you gain +6, +12, or +18 to grapple 
  an SM 0 foe.
  stRengtH And WeigHt
  Creatures made of denser material may purchase ST with a spe-
  cial limitation:
  Density: Each step on the table below is a mass increase equiva-
  lent to that for +1 SM, and requires the same ST increase to support 
  your form (see Growth, p. B58). As there’s no corresponding increase 
  in linear dimensions, this limitation is worth only -5%/level on ST 
  and HP cost, and amounts to a leveled Nuisance Effect. If using real 
  materials, round density up: stone counts as one step; steel or bronze 
  as two; and extremely dense metals such as lead, gold, uranium, or 
  platinum as three. No earthly material is dense enough for more 
  than three steps – that requires anomalous properties (pp. 10, 14).
   
  Weight Multiplier 
  ST Needed 
  Limitation
   
  ¥3 
  15 
  -5%
   
  ¥10 
  25 
  -10%
   
  ¥30 
  35 
  -15%
   
  ¥100 
  50 
  -20%
   
  ¥300 
  75 
  -25%
   
  ¥1,000 
  100 
  -30%
  
   
  PoWeRs 
  29
  • You can squeeze through openings with SM -6 (8”), SM 
  -9 (2”), or SM -12 (2/3”), and get +5 to Escape rolls and rolls 
  to break free.
  • You can reach through openings with SM -10 (1.5”), SM 
  -13 (1/2”), or SM -16 (1/6”), or poke one finger through an 
  aperture with SM -14 (1/3”), SM -17 (1/10”), or SM -20 (1/30”).
  • Making your legs longer increases your stride in propor-
  tion, but each step also takes longer; your Basic Move is mul-
  tiplied ¥3, ¥10, or ¥30.
  • Your body elastically absorbs impacts, dividing all phys-
  ical injury by 2, 3, or 4.
  A minor downside is that your skull lacks the usual DR 2.
  Statistics: Double-Jointed [15] + Injury Tolerance (Damage 
  Reduction 2; Limited, Physical attacks, -20%) [40] + No Skull* 
  [-2] + Stretching 6 (Cosmic, Can affect overall SM, +50%) [54]. 
  Further levels improve Damage Reduction to 3 [60] and 4 [80], 
  and Stretching to 12 [108] and 18 [162].
  * Your skull hit location lacks the usual DR 2. As skull DR 
  is effectively a free DR 2 (Partial, Skull, -70%; Tough Skin, 
  -40%) [2], its absence is a relative -2-point disadvantage.
  Hyperacidity
  Your body produces alien chemicals with intense corro-
  sive effects exceeding those of the strongest acids. Though 
  described as “acids,” these may actually be alkalis, energetic 
  oxidizing agents, stabilized free radicals, or more exotic 
  compounds such as the legendary alkahest (see Alchemy as 
  Weird Science, p. 14). Ordinary matter can’t contain these sub-
  stances, normal chemical agents can’t neutralize them, and 
  they act too quickly to be washed off. Different ways for such a 
  “hyperacid” to reach the target are defined as distinct abilities; 
  you may have several as alternative abilities.
  Hyperacid Digestion
  34 points
  Anything or anyone you swallow (if you’re large enough to 
  swallow a foe whole!) is immersed in hyperacid and suffers 
  2d corrosion damage per second. This reduces the victim’s DR 
  by 1 per point of basic damage inflicted. In addition, he takes 
  damage to the eyes, as from Hyperacid Spray (below). If he has 
  to breathe, he experiences 9d corrosion damage to his lungs; 
  injury exceeding 1/2 basic HP produces spasmodic coughing 
  until healed past this threshold. This does not lead to cyclic or 
  continuing damage – tissue destruction is instantaneous.
  Statistics: Internal Corrosion Attack 2d (Accessibility, 
  Digestive tract, -50%; Cosmic, Intensified corrosion, +200%; 
  Weird, -10%) [10] + Internal Corrosion Attack 9d (Accessi-
  bility, Digestive tract, -50%; Respiratory Agent, +50%; Symp-
  toms, 1/2 HP, Coughing, +40%; Weird, -10%) [24].
  Hyperacid Integument
  63 points
  Your body surface secretes hyperacid continually. Anyone 
  you touch or who touches you takes 1d corrosion damage; 
  pressing your whole bodies together inflicts 2d, whether 
  you or they originate the hold. Each point of basic damage 
  inflicted reduces the target’s DR by 1. If you touch the eyes, 
  they may suffer crippling injury (pp. B420-423). Your skin 
  damages anything material that restrains you, giving you +2 
  to ST, DX, and Escape rolls to slip bonds, break free in close 
  combat, or squeeze through narrow openings.
  Statistics: Corrosion Attack 2d (Always On, Can’t wear 
  armor, -40%; Aura, +80%; Cosmic, Intensified corrosion, 
  +200%; Half Damage Without Grapple, -5%; Melee Attack, 
  Reach C, -30%; Weird, -10%) [59] + Slippery 2 (Weird,  
  -10%) [4].
  Hyperacid Spray
  28 points
  You can spit or squirt hyperacid, with 1/2D and Max 10. 
  Use Innate Attack (Breath) to attack; Talent grants a bonus. 
  However, this is considered a melee attack and doesn’t take 
  range modifiers.
  A hit inflicts 1d corrosion damage, which reduces the tar-
  get’s DR by 1 per point of basic damage rolled. If you strike the 
  face, damage applies to the eyes, which may suffer crippling 
  injury (pp. B420-423).
  Hyperacid Spray can be used to Power Parry chemically 
  based attacks. After three uses – offensive or defensive – you 
  must wait one minute to secrete enough hyperacid for fur-
  ther use.
  Statistics: Corrosion Attack 1d (Cosmic, Intensified corro-
  sion, +200%; Increased 1/2D, ¥2, +5%; Jet, +0%; Limited Use, 
  3 uses, Slow Reload, 1 minute, -15%; Weird, -10%) [28].
  Molecular Mimicry
  105 points/level
  You can configure your body’s substance to take on the 
  physical properties of any material – earthly or from your 
  native realm. For each level, you can copy advantages worth 
  10 points; for example, at the first level you could acquire Dam-
  age Resistance 2 [10]. You must physically touch something 
  made of the substance, and assimilation takes two seconds. 
  Talent benefits rolls to use the abilities gained. If you acquire 
  defensive benefits, you can enhance these with a Power Block.
  Statistics: Cosmic Power* 10 (Needs Sample, Need only 
  touch, -5%; Physical Only, +50%; Takes Extra Time, ¥2, -10%; 
  Trait-Limited, Advantages that reflect material properties, 
  -20%; Weird, -10%) [105/level].
  * “Cosmic Power” is a form of Modular Abilities (p. B71); 
  in this case, it doesn’t have “Cosmic” as a power modifier or 
  an enhancement.
  Phase Transition
  Your body can change its physical state, acquiring exotic 
  properties that ordinary matter cannot have under terrestrial 
  conditions. Transformation takes 10 seconds. After an initial 
  Concentrate maneuver, you can continue to act during this 
  time. Talent adds to resistance rolls against being forced back 
  into a normal material form.
  The Alternate Forms below apply to human beings who 
  have gained strange abilities through weird science or visits 
  to weird realms. Each extraordinary state is represented by a 
  meta-trait (pp. B262-263), given as a footnote. An entity native 
  to a weird domain would simply have the meta-trait.
  
   
  PoWeRs 
  30
  Hardness
  121 points
  Your body’s substance is stiffer than flesh, giving DR 
  9 against impact and applied pressure. No such attack 
  has an armor divisor greater than (1) vs. this DR unless 
  it’s enhanced with Cosmic, Irresistible attack (p. B103), in 
  which case the armor divisor is (2). You can double your DR 
  with a Power Block.
  You also gain +9 to HP. However, a force sufficient to affect 
  you may shatter you. If a limb or an extremity is crippled, roll 
  vs. HT; success means it snaps off, while failure indicates it 
  shatters. If you fail a HT roll to avoid death from impact, your 
  entire body is shattered. Talent adds to these HT rolls.
  Your muscles are powerful enough to bend your limbs, giv-
  ing +10 to Lifting ST but not Striking ST – your body doesn’t 
  move any faster. Still, your hard surfaces give +1 to unarmed 
  damage. Talent adds to Will and HT rolls for extra effort and 
  to avoid self-inflicted injury while lifting.
  Statistics: Alternate Form (Hardness*; Active Change, 
  +20%; Weird, -10%) [121].
  * Hardness: Damage Resistance 9 (Hardened 5, +100%; 
  Limited, Physical attacks, -20%) [81]; Fragile (Brittle) [-15]; 
  Hit Points 9 [18]; Lifting ST 10 [30]; and Striking Surface [1]. 
  115 points.
  Invulnerability
  107/161/233 points
  You’re invulnerable in the exact sense: It’s very difficult to 
  wound you – you can still be crushed, burned, or corroded. 
  Your body is composed of exotic matter that’s highly resistant 
  to injury. Depending on your level of this ability, injury from 
  cutting, impaling, and piercing damage is divided by 5, 20, or 
  100, rounded up to the next whole number. Add Talent to HT 
  rolls to resist Afflictions or other attacks that would transform 
  your substance.
  Statistics: Alternate Form (Invulnerability*; Active Change, 
  +20%; Weird, -10%) [107/161/233].
  * Invulnerability: Injury Tolerance (Damage Reduction 5; 
  Limited, Cutting, impaling, and piercing damage, -20%) [100]. 
  Higher levels raise Damage Reduction to 20 [160] or 100 [240]. 
  100, 160, or 240 points.
  Superfluidity
  112 points
  Your body is a liquid with zero viscosity, like helium 
  cooled below 2.5 Kelvin, but at Earth-surface temperatures. 
  You’re almost impossible to restrain physically, with +10 to 
  ST, DX, and Escape rolls to slip restraints or break free, and 
  +5 to squeeze through narrow openings, though you can 
  deform your structure to fit through even smaller pores. You 
  may also ignore up to -5 in penalties for close quarters, and 
  get +5 to Erotic Art (with beings of your own species!). Talent 
  adds to all rolls to free yourself from restraints or negotiate 
  obstacles. A downside is that while you have normal BL for 
  pushing objects horizontally, you have only 1/4 BL to lift, 
  carry, or pull.
  You can cling to a flat surface, or break a fall by catch-
  ing one; roll vs. DX to touch the surface and then against 
  ST, at -1 per (5 yards/local gravity in Gs) already fallen, to 
  adhere; Talent adds to both rolls. A failed ST roll still sub-
  tracts (5 yards/local gravity in Gs) from the height of the fall. 
  When clinging, you flatten out to a near-two-dimensional 
  membrane, making you completely unable to hold or carry 
  objects. You can climb at 2¥ your Basic Move, though, and 
  go from unmoving to top speed immediately. Your turning 
  radius while doing so is two yards; a tighter turn requires a 
  DX+2 roll, with a bonus for Talent.
  Statistics: Alternate Form (Superfluidity*; Active Change, 
  +20%; Weird, -10%) [112].
  * Superfluidity: Double-Jointed [15]; Enhanced Move 2 
  (Climbing; Cosmic, Instantaneous acceleration, +50%) [60]; 
  Invertebrate [-20]; Shadow Form (Accessibility, Only in con-
  tact with a vertical or sloping surface, -20%; Cosmic, Can fit 
  through microscopic cracks, +50%; Finite Thickness, -50%) 
  [40]; and Slippery 5 [10]. 105 points.
  mutAtion
  In comics and some science fiction, nearly any power can 
  be called a “mutation.” In biology, a mutant is the result of a 
  change in the genetic code, whose effects may be minor or rad-
  ical, but are limited by anatomy and physiology. The Mutation 
  power occupies a middle ground: A “mutation” must be pri-
  marily anatomical or physiological, and a trait of something 
  living (not a machine or otherwise Unliving), but it doesn’t 
  have to be “life as we know it” – it can be wildly unearthly!
  Power Talent: 5 points/level.
  Power Modifier: Weird, -10%.
  Controlled Atavism
  36 points/level
  By meditating on your own body and biological charac-
  teristics, you can activate the genes for traits of species in 
  your ancestry. The total process requires one hour of con-
  centration, at the end of which a Meditation roll triggers 
  the desired change. You do not transform into a member 
  of the chosen ancestral species, but instead acquire a sin-
  gle, appropriate ability (physical or mental) per Controlled 
  Atavism level, worth up to 10 points; e.g., a human could 
  gain the capacity to brachiate (Brachiator [5]), tough, scaly 
  skin (Damage Resistance 3 (Tough Skin, -40%) [9]), or gills 
  (Doesn’t Breathe (Gills, -50%) [10]). The GM decides what’s 
  possible for sapient nonhumans.
  Talent adds to rolls to use the abilities gained.
  Statistics: Epigenetics 1 (10) (Immediate Preparation 
  Required, 1 hour, -75%; Physical, +100%; Requires Medita-
  tion Roll, -5%; Trait-Limited, Advantages of ancestral species, 
  -30%; Weird, -10%) [36]. Each additional level grants another 
  10-point slot.
  
   
  PoWeRs 
  31
  Enhanced Manipulation
  Several different abilities provide improved manipulation. 
  Talent adds to Sense rolls to detect things by touch and IQ 
  rolls to memorize tactile impressions.
  Fractal Manipulation
  83 points
  Your manipulatory organs can handle objects as small as a 
  single cell, and their sense of touch can discern the shapes of 
  these things. You have +10 to DX for tasks involving manip-
  ulating small objects, and to Sense rolls that involve tactile 
  awareness. Your entire body has very high tactile discrimina-
  tion – as good as that of human fingertips.
  Statistics: Accessory (Micromanipulators) [1] + High Man-
  ual Dexterity 10 (Cosmic, Exceeds normal limits, +50%; 
  Weird, -10%) [70] + Sensitive Touch (Microscopic 1, +25%; 
  Weird, -10%) [12].
  Organon
  4/10/22 points
  You have a cavity within your body that holds up to Basic 
  Lift/5 lbs. This is equipped with two opposed sets of manip-
  ulators that can work on things there. You must operate by 
  touch, at -5 to effective skill, but can buy off the penalty as a 
  technique (p. B233).
  At the second level, you have tactile resolution as good as 
  visual in this cavity. You get +4 to touch-based Sense rolls and 
  to DX for fine manipulation there, and may ignore penalties 
  for working by touch.
  At the third level, you have the equivalent of Fractal 
  Manipulation (above) in this space – this may be how your 
  species reproduces!
  Statistics: Internal Extra Arms 2 (No Physical Attack, -50%; 
  Weird, -10%) [2] + Payload 2 (Weird, -10%) [2].
  The second level adds Internal High Manual Dexterity 4 
  (Weird, -10%) [4] + Internal Sensitive Touch (Weird, -10%) [2].
  The third level replaces the second-level additions with 
  Accessory (Micromanipulators) [1] + Internal High Manual 
  Dexterity 10 (Cosmic, Exceeds normal limits, +50%; Weird, 
  -10%) [14] + Internal Sensitive Touch (Microscopic 1, +25%; 
  Weird, -10%) [3].
  Polypoid
  90/140/237 points
  You lack discrete arms and legs – your entire body is cov-
  ered with fingerlike tendrils functionally equivalent to multi-
  ple such limbs! You creep on one surface of your body and 
  can’t manipulate objects on that side. Adjacent to your sup-
  porting surface, you’re always considered to have two arms 
  available for any task. Your upper surfaces always have the 
  equivalent of one extra arm available. As your tendrils are 
  short, you are at -2 to grapple and get no bonuses for extra 
  arms. You can carry a small object (up to 2¥BL) under your 
  body, or pick one up as you crawl over it, but this halves your 
  Move until you put it down.
  Your tendrils can detect air currents from moving objects 
  or beings. Make a Sense roll with bonuses for target size and 
  speed, and for Talent – but also with penalties for target range 
  and for wind speed. Success reveals target size, location, 
  speed, and direction of movement, and lets you make attack 
  rolls with the same modifiers that applied to your Sense roll, 
  though these can never give you a bonus. If you take an Aim 
  maneuver, however, you can lock onto the target for +3 to hit.
  At the second level, you have +4 to any Touch roll and to 
  DX for fine manipulation. At this level or above, any part of 
  your body can cling to a vertical surface, letting you move 
  at half your Basic Move. Talent aids ST, DX, and skill rolls 
  involved in clinging or breaking a fall.
  The third level also gives the equivalent of Fractal Manip-
  ulation (above). As well, your tendrils can sense vibrations  
  at audible wavelengths, allowing you to hear with them;  
  Talent adds to Hearing rolls. You gain an extra +4 to 
  DX-based rolls against Lockpicking, Surgery, and other 
  skills where the ability to reach inside what you’re working 
  on is beneficial.
  Statistics: Extra Arms 1 (Extra-Flexible, +50%; Short, -50%; 
  Weird, -10%) [9] + Extra-Flexible Short Arms (2) [0] + Injury 
  Tolerance (Diffuse; Body of Swarm, No Infiltration, +0%; 
  Partial, Arms, -20%; Weird, -10%) [70] + No Legs (Bounces, 
  Rolls, or Slithers) [0] + Vibration Sense (Air; Targeting, +20%; 
  Weird, -10%) [11].
  The second level adds Clinging (Attraction, +25%; Weird, 
  -10%) [23] + High Manual Dexterity 4 (Weird, -10%) [18] + 
  Sensitive Touch (Weird, -10%) [9].
  The third level retains Clinging; adds Accessory (Microma-
  nipulators) [1] + Injury Tolerance (No Ears) [1]; and improves 
  lower-level traits to High Manual Dexterity 10 (Cosmic, 
  Exceeds normal limits, +50%; Weird, -10%) [70] + Injury Tol-
  erance (Diffuse; Body of Swarm, Infiltration, +40%; Partial, 
  Arms, -20%; Weird, -10%) [110] + Sensitive Touch (Micro-
  scopic 1, +25%; Weird, -10%) [12].
  Fascination
  63 points
  You have the ability attributed to some predators of hypno-
  tizing or paralyzing prey with movements of your body. Select 
  a focal point and make appropriate movements toward it for 
  one minute. Immediately afterward, roll a Quick Contest: 
  your DX, adjusted for Talent and standard range modifiers, 
  against the Will of each target within two yards of your focal 
  point who’s able to see you. Resistant or Immunity adds to 
  a viewer’s Will only if enhanced with Cosmic, Defense or 
  countermeasure, +50%. Those who lose are dazed (p. B428) 
  for minutes equal to their margin of loss.
  Statistics: Affliction 1 (Will; Area Effect, 2 yards, +50%; 
  Based on DX, Own Roll, +20%; Based on Will, +20%; Cosmic, 
  Irresistible attack, +300%; Daze, +50%; Immediate Prepara-
  tion Required, 1 minute, -30%; Malediction 2, +150%; Vision-
  Based, -20%; Weird, -10%) [63].
  Ontogeny recapitulates 
  phylogeny.
  – Ernst Haeckel
  
   
  PoWeRs 
  32
  Metabolic Adaptation
  136 points
  Your physiology can adapt to any environment compatible 
  with the existence of chemically bonded matter. You acquire 
  a new native atmospheric composition (e.g., changing from 
  lungs to gills underwater), pressure, and 
  gravity, and a new temperature comfort 
  zone and illumination level (see Native 
  Environments, p. 22). Adaptation costs 1 FP 
  and takes 10 seconds, during which time 
  you cannot act and suffer whatever damage 
  the hostile environment implies. You need not be conscious 
  to adapt or remain adapted. You can hold off adaptation by 
  making a Will roll, aided by Talent, once per minute; roll at -2 
  if you’ve taken injury or -5 if the injury exceeds your HP.
  Talent adds to HT rolls for stress while changing environ-
  ments: every second for intense heat (p. B434); after every 
  full minute under cryogenic conditions or if immersed in 
  near-freezing liquids (p. B430); immediately and after every 
  full minute above 10¥ your current native pressure (p. B435); 
  after every full minute to avoid harmful effects from an 
  atmosphere containing lethal gases or small concentrations 
  of corrosive ones (p. B429); immediately if subject to explo-
  sive decompression, and to avoid associated eye or ear injury 
  (p. B437); immediately on a sudden acceleration of 2.5 or 
  more times your current native gravity (p. B434); and imme-
  diately to avoid nausea upon entry into zero gravity (p. B434), 
  and to resist vomiting if the first roll fails (p. B428). You are 
  not protected against collisions, falls, fire, poison, and other 
  sudden hazards or attacks.
  If you change to a different native atmospheric composi-
  tion, you cannot adapt while holding your breath. You must 
  exhale or inhale, depending on relative pressure. After HT¥5 
  seconds while sitting quietly, HT¥2 seconds of mild exertion, 
  or HT/2 seconds during heavy exertion (including combat), 
  you lose 1 FP/second until you adapt. Talent adds to HT for 
  this purpose also.
  You recover from radiation exposure at the normal rate 
  of 10 rads/day (pp. B435-436) but can heal 100% of your 
  received dosage. Talent aids HT rolls to withstand the effects 
  of radiation.
  Statistics: Injury Tolerance (Environmental Adaptation; 
  Cosmic, Any universe, +50%; Costs Fatigue, 1 FP/use, -5%; 
  Weird, -10%) [135] + Radiation Recovery [1].
  Organic Perfection
  39 points
  You are an evolutionary ultimate, with perfect bodily sym-
  metry and no biological weaknesses. Anyone who sees you 
  reacts at +5 – except those with reason to hate you (more than 
  -4 in reaction penalties), who react at -2 instead. Your reac-
  tion modifier applies to Intimidation rolls, and if you win the 
  Quick Contest of Intimidation vs. Will by 5+, your victim must 
  make a Fright Check. Talent adds to rolls to resist or recover 
  from injuries that might scar you or impair your appearance.
  You have a basic +2 to all HT rolls, and your Talent further 
  adds to these rolls. You lose FP to exertion, hostile environ-
  ments, or missed food, water, or rest at half the usual rate, 
  and regain lost FP at twice the normal rate. Aging touches 
  you lightly: you suffer its effects only if you critically fail an 
  aging roll. Leech (Steal Youth) likewise affects you only on a 
  critically failed aging roll.
  Statistics: Appearance (Transcendent; Impressive; Univer-
  sal, +25%; Weird, -10%) [23] + Longevity (Weird, -10%) [2] + 
  Very Fit (Weird, -10%) [14].
  Prehensile Tongue
  7 points
  Your tongue can extend to seemingly impossible lengths, 
  acting as an extra arm with Reach C. It’s flexible enough to 
  reach almost anywhere, letting you ignore up to -3 in penalties 
  for working with it in tight places and giving you +3 to Erotic 
  Art rolls. You can coil it around objects to do nearly anything 
  a hand can do – including grappling, and wielding thrusting 
  weapons – using your full ST. Talent adds to any task that ben-
  efits from a firm grip, notably climbing, certain forms of acro-
  batics, grappling, melee weapon use, and surgery. You can’t 
  speak while using your tongue to manipulate (you can still 
  make inarticulate sounds), and humans who see it react at -2.
  Statistics: Extra Arm (Extra-Flexible, +50%; Nuisance 
  Effect, -2 to reactions, -10%; Short, -50%; Temporary Disad-
  vantage, Cannot Speak, -15%; Weird, -10%) [7].
  Reconfigurable Organs
  5/15 points + 4.4 points/additional level*
  You can rearrange your internal organs – either by con-
  scious decision or reflexively – as a defense. They remain in 
  a new configuration until you actively change it; you might 
  not even remember your original form! You can try a Power 
  Dodge to get your internal organs out of harm’s way; success 
  means that impaling, piercing, or tight-beam burning attacks 
  don’t benefit from improved wounding modifiers – your vitals 
  can’t be targeted. Each use costs 1 FP – and if repeated uses 
  reduce you to 0 FP or less, Talent grants a bonus to Will to 
  change again (p. B426).
  At higher levels, you can voluntarily reconfigure your 
  organs in ways that grant new functions. Added abilities 
  can be worth 1 point per level of this trait past the first; e.g., 
  Reconfigurable Organs 2 would let you add suitable exotic 
  perks (GURPS Power-Ups 2: Perks, pp. 9-12). Changes take 
  10 seconds per point. Transformations must be internal and 
  physiological, altering body structure or function. For exam-
  ple, you can acquire Damage Resistance (Tough Skin) affect-
  ing your whole body, but other forms of DR must have Partial, 
  Skull or Partial, Vitals, or be Internal (protecting only against 
  attacks from inside a body cavity).
  Statistics: Injury Tolerance (No Vitals; Active Defense, 
  -40%; Costs Fatigue, 1 FP, -5%; Once On, Stays On, +50%; 
  Weird, -10%) [5]. The second and higher levels grant Epi-
  genetics 1 (Physical Only, +50%; Trait-Limited, Internal body 
  parts, -30%; Weird, -10%) [5.5 + 4.4 per point of abilities*].
  * Choose number of points in slot, find cost, and then round 
  up: 10, 15, 19, and so on.
  In space no one can hear you scream.
  – Tagline for Alien
  
   
  PoWeRs 
  33
  Sensory Surface
  53 points
  Your sensory organs aren’t concentrated in your head but 
  distributed over your entire body surface, which means they 
  cannot be targeted in combat. You’re never surprised by dan-
  ger that comes from behind; you have no awareness penalty 
  to defend against attacks from the side or rear, but still parry 
  at -2 and cannot block at all (p. B391). You have +5 to detect 
  Shadowing attempts. Talent adds to rolls to detect inter-
  esting objects or events in directions where your attention  
  isn’t focused.
  Statistics: 360° Vision (Panoptic 2, +60%; Weird, -10%) [38] 
  + Detect Chemical Substances (Melee Attack, Reach C, -30%; 
  Reflexive, +40%; Touch-Based, Reversed, -20%; Weird, -10%) 
  [8] + Injury Tolerance (No Ears) [1] + Injury Tolerance (No 
  Eyes; Weird, -10%) [5] + Injury Tolerance (No Nose) [1].
  Supercharging
  83/163/243 points
  You can function at double, triple, or quadruple normal 
  human speed, taking two, three, or four maneuvers per turn. 
  Each minute at high speed costs 1 FP. This accelerates your 
  metabolism and raises your body temperature to 138°F, 175°F, 
  or 207°F. A touch from you is painfully hot, but without incen-
  diary effects. Grappling or being grappled inflicts 1d-2 burning 
  damage after each full second the hold is maintained – but 
  again, without incendiary effects.
  Talent gives no bonuses, but if you perform a task last-
  ing one or more minutes, you can work even faster and use 
  Talent to offset penalties for haste (p. B346). For example, 
  Supercharging 3 would let you do an hour’s work in 15 min-
  utes – and with Talent 4, you could cut that time down by 40%, 
  to 9 minutes, at no penalty.
  Statistics: Altered Time Rate 1 (Costs Fatigue, 1 FP/min-
  ute, -5%; Nuisance Effect: Touch is painfully hot, -5%; Weird, 
  -10%) [80] + Burning Attack 1d-2 (Accessibility, Only when 
  using Altered Time Rate, -10%; Aura, +80%; Melee Attack, 
  Reach C, -30%; No Incendiary Effect, -10%; Requires Grapple, 
  -10%; Weird, -10%) [3]. Further levels improve Altered Time 
  Rate to 2 [160] and 3 [240].
  noumenA
  You have the power to know the true reality behind the veil 
  of the senses: the noumenal world, as contrasted to the phe-
  nomenal one (the world your senses reveal to you). If you’re 
  born again into a new body, you bring these abilities with you!
  Power Talent: 5 points/level.
  Power Modifier: Cosmic, +50%. At the GM’s discretion, 
  these abilities may be subdivided into two groups, with the 
  additional modifier Moral, -20% (for a combined value of 
  +30%): the moral principle of Truth (knowing ultimate real-
  ity) and that of the Lie (manipulating appearances).
  Arcane Connection
  23/45/68/90/113/135 points
  You’re able not merely to recognize others with noumenal 
  powers, but also to find them when you need to. You have an 
  inner sense of the noumenal world that guides you through 
  the phenomenal one, despite all outward appearances. You 
  don’t control others – this isn’t a “wishing” ability – but each 
  level grants contact with one appropriate being or place per 
  game session. Talent adds to your first dice roll based on such 
  an encounter.
  Statistics: Serendipity (Cosmic, +50%) [22.5/level*].
  * Levels cost alternately 23 and 22 points.
  Demiurgy
  125 points
  Your awareness of noumena gives you power over phenom-
  ena: To you, the material world is a virtual reality that you can 
  reshape as if it were a lucid dream. The events or changes you 
  bring about are observable by everyone in a radius around 
  you, leave behind actual physical evidence, and can be photo-
  graphed or electronically recorded.
  Roll vs. IQ-4 or Dreaming-4, with a bonus equal to Talent. 
  If you’re alone, this is a simple success roll. If there are 
  observers, it’s resisted by their average Will. Also assess the 
  radius of direct observation by sentient beings and apply the 
  corresponding long-distance modifier (p. B241) to your roll. 
  Most phenomena you create will be small or inconspicuous 
  enough not to be observed from beyond 200 yards – but if 
  you stop the sun’s apparent movement, people much farther 
  away will notice!
  Your changes can inflict or heal actual injury. This isn’t an 
  area effect – many people may witness the harm or healing, 
  but normally, only one person is affected. Hit Points lost or 
  restored equal your margin of victory in a Quick Contest of 
  your IQ vs. your subject’s Will. You may choose to affect mul-
  tiple targets at once, but then you must beat their average Will 
  and divide HP equal to your margin of victory among them, 
  up to a number of observers equal to your margin of victory. 
  If healing injuries, a cumulative -3 applies to further attempts 
  on anyone you’ve successfully helped that day, as for Healing 
  (p. B59). The physical evidence you leave in this case will often 
  be injuries or healed wounds.
  An appropriate phenomenon can be used for a Power Block 
  that stops damage equal to your margin of victory against 
  your attacker’s Will.
  Statistics: Illusion (Broadcast*, +50%; Cosmic, Can heal as 
  well as harm, +50%; Cosmic, Lingering effect, +100%; Mental, 
  +100%; Stigmata, +100%) [125].
  * Taken from Telecommunication (p. B91).
  How do you define “real”? 
  – Morpheus, in The Matrix
  
   
  PoWeRs 
  34
  Gnosis
  30 points
  When the evidence leaves you in doubt, you can seek direct 
  knowledge of the underlying truth with an IQ or Philosophy 
  roll, aided by Talent. The GM will apply a bonus equal to the 
  number of good choices and a penalty equal to the number 
  of bad ones. Success means you know the best option among 
  those confronting you; failure leaves you uncertain, but the 
  GM will never suggest a bad choice. If you have too little infor-
  mation to define the alternatives, you can still roll, but at -5 to 
  IQ or skill.
  The GM must bear in mind the usual cautions against using 
  Intuition to short-circuit a storyline or a mystery (p. B63)!
  Statistics: Intuition (Inspired (Cosmic), +100%) [30].
  Impassivity
  14/21/42 points
  You can be injured like anyone else, but if you make a 
  Will roll, you’re better able to withstand the pain that results.  
  An Autohypnosis roll at -2 can give +2 to Will here; see 
  p. B179. A successful Will roll grants the following benefits:
  • You suffer no shock penalties when injured.
  • You can withstand lesser physical discomfort with ease, 
  ignoring penalties for such distractions on long tasks (at least 
  an hour): up to -2 at the first level or -5 at the second, and all 
  penalties at the third.
  • Penalties to DX, IQ, skill, and self-control rolls for pain 
  (p. B428) are halved at the first level, and halved again and 
  rounded down at the second. At the 
  third level, you have no penalties.
  • Agony doesn’t prevent you 
  from functioning. You’re at -3 to DX, 
  IQ, skill, and self-control at the first 
  level, and at -2 at the second. At the 
  third level, you have no penalties.
  • At the first level, you have +3 
  to HT rolls to avoid knockdown 
  and stunning, and to recover 
  from being physically stunned, 
  and to Will rolls to resist phys-
  ical torture and to ignore pain 
  in other situations. At the sec-
  ond level, you have +8. A Power 
  Block based on Will can double 
  these bonuses. At the third level, 
  ignore all this – you’re immune to  
  these problems!
  To keep Impassivity working, you 
  must maintain moderation in diet, pos-
  sessions, and enjoyments, and engage in meditative practices 
  at least daily. If you neglect these things, your ability will stop 
  functioning the next time you rely on it under stress, and you’ll 
  need 1d days of complete retreat to restore it. Others regard 
  you as eccentric, and react at -1.
  Statistics: Resistant to Pain (+3) (Cosmic, +50%; Pact, Dis-
  ciplines of Faith (Contemplation), -5%; Requires Will Roll, 
  -5%) [14]. Further levels improve this to Resistant to Pain (+8) 
  [21] and Immunity to Pain [42].
  Nonlocality
  200/220 points
  You’re able to disregard the illusion of space. By taking 
  a Concentrate maneuver, you can translocate yourself from 
  any known point to any other. This feat isn’t affected by dis-
  tance, preparation time, or whether you can see your destina-
  tion, and you’re exempt from Body Sense rolls. While you’re 
  effectively teleporting blind, your ability is based not on spa-
  tial coordinates but on actual knowledge of your destination. 
  This normally requires an IQ-5 roll, but roll vs. IQ if you have 
  Eidetic Memory or IQ+5 with Photographic Memory – aided 
  by Talent in all cases.
  You don’t have to carry people or objects to bring them 
  along – you need only touch them. Your Basic Lift is calcu-
  lated as (Will¥Will)/5 lbs., rounded to the nearest whole num-
  ber. You can carry up to Extra-Heavy encumbrance.
  At the first level, this ability requires some specific, fairly 
  common condition to use: stepping into a mirror or dense 
  shadow, turning a corner onto an unwatched path, or passing 
  through a door into an enclosed space such as a closet. At the 
  second level, you can use it anywhere.
  Statistics: Warp (Accessibility, Requires knowledge of 
  destination, -10%; Blind Only, -50%; Cosmic, Based on 
  memory of destination rather than spatial coordinates, 
  +50%; Cosmic, Exempt from Body Sense rolls, +50%; Extra 
  Carrying Capacity, Extra-Heavy, +50%; Mental Carrying 
  Capacity, +20%; No Strain, +25%; Requires Concentrate, 
  -15%; Special Portal, -20%) [200]. The second level removes 
  Special Portal [220].
  Self-Mastery
  15/23/45 points
  You enjoy enhanced or even complete autonomy – in the 
  language of mysticism, you’ve attained true will. At the first 
  level, you have +3 to Will to resist Influence skills, Hypnotism, 
  mind control through magic or powers, and mental possession; 
  at the second level, you have +8. You can try a Power Block to 
  double your bonus. At the third level, you’re totally immune! 
  Empathy (unless Cosmic) doesn’t negate these defenses.
  
   
  PoWeRs 
  35
  Self-Mastery doesn’t change the self-control rolls for your 
  mental disadvantages – but if you would be rolling at a pen-
  alty due to difficult circumstances, your bonus can offset this.  
  A Power Block cannot help here. At the third level, you never 
  suffer penalties to self-control.
  Statistics: Resistant to External Control (+3) (Cosmic, 
  Resists penalties to self-control, +50%) [15]. Further levels 
  improve this to Resistant to External Control (+8) [23] and 
  Immunity to External Control* [45].
  * Includes Indomitable.
  Truesight
  5/8/15 points
  Your Will roll to resist mental illusions is at +3 at the first 
  level or +8 at the second. A Power Block based on Will can 
  double these bonuses. At the third level, you need not roll – 
  you automatically resist.
  Under conditions where you might misperceive sponta-
  neously because of the inherent limits of the senses, Truesight 
  will protect you against doing so. It doesn’t prevent your sim-
  ply failing to notice something due to distance, size, poor light, 
  low sound level, etc. It does give a bonus (+3 or +8) to rolls to 
  identify what you’ve perceived, such as an IQ roll to analyze 
  something you’ve detected or a Vision roll to look closely at 
  something you’ve seen. At the third level, you fail only on a 17 
  and critically fail only on an 18, no matter how great the pen-
  alties. A Power Block grants no benefits in this case.
  Statistics: Resistant to Mental Illusion (+3) (Cosmic, Pro-
  tects against misperception, +50%) [5]. Further levels improve 
  this to Resistant to Mental Illusion (+8) [8] and Immunity to 
  Mental Illusion [15].
  PARA-eneRgy
  A variety of powers based on energies unknown to current 
  science may be available in weird campaigns. Para-Energy 
  abilities are plausible choices for weirdtech devices with gad-
  get modifiers.
  Power Talent: “Energy unknown to science” could have all 
  kinds of strange effects. At the GM’s discretion, these may 
  all be included in a single power with a Talent that costs 10 
  points/level, or divided among specialized powers, each with a 
  Talent that costs 5 points/level.
  Power Modifier: Weird, -10%.
  Atomic Death Ray
  17 points/level
  You can emit a beam of exotic particles that has-
  ten decay of the unstable nuclei naturally present in 
  living tissue. To hit, roll vs. Innate Attack (Beam or 
  Gaze), with a bonus for Talent. The ray has 1/2D 100, 
  Max 100, Acc 3, RoF 1, and Rcl 1. Each attack costs 1 
  FP. Whatever you hit experiences 1d rads/level from 
  internally released radiation. Neither technological 
  shielding nor Radiation Tolerance protects against this effect.
  With the GM’s permission, you may define this as releas-
  ing weird radiation (p. 37) rather than the normal kind 
  (pp. B435-436).
  Statistics: Toxic Attack (Cosmic, Irresistible attack, +300%; 
  Costs Fatigue, 1 FP, -5%; Increased 1/2D, ¥10, +15%; Radia-
  tion, +25%; Weird, -10%) [17/level].
  Force Burst
  9 points/level
  By spending 1 FP, you can send out a small energy sphere 
  with Max 100, Acc 3, RoF 1, and Rcl 1. Each second, it trav-
  els up to 20 yards toward its target, and you must take a Con-
  centrate maneuver to guide it. To hit the target at the end, 
  roll against Innate Attack (Projectile) without range modifiers, 
  aided by Talent. This attack is visible; others can attempt to 
  dodge it or use power defenses against it.
  A hit inflicts 1d/level of crushing damage at the point of 
  contact. Your target’s DR is doubled and unarmored tar-
  gets are treated as having DR 1 – but DR gives no protection 
  against knockback, which is doubled. The force spreads out in 
  a sphere; divide rolled damage by (3 ¥ distance in yards).
  You can Power Parry incoming physical or kinetic force 
  attacks, if your sphere is within 20 yards of the attack and 
  you’re prepared to sacrifice your own attack to do so.
  Statistics: Crushing Attack (Armor Divisor (0.5), -30%; 
  Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Explo-
  sion 1, +50%; Guided, +50%; Increased 1/2D, ¥2, +5%; Weird, 
  -10%) [9/level].
  Force Shield
  17 points + 9 points/additional level
  You can generate a surface of energy a short distance in 
  front of you. Sustaining this costs 1 FP/minute. A successful 
  Block roll (3 + DX/2, +1 for Combat Reflexes) lets you inter-
  pose the shield between yourself and a frontal attack, subtract-
  ing 4 points of damage per Force Shield level. The force field is 
  reactionless, so any attack it stops causes no knockback.
  You can combine your block with a Power Block, rolling 
  vs. 3 + (HT + Talent)/2 to double the shield’s DR. On a failed 
  Power Block, Force Shield shuts down, giving no protection.
  Statistics: Damage Resistance 4 (Active Defense, -40%; 
  Costs Fatigue, 1 FP, -5%; Directional, Front, -20%; Force Field, 
  +20%; Weird, -10%) [9] + Immunity to Knockback (Accessi-
  bility, Only vs. attacks stopped by Damage Resistance, -10%; 
  Weird, -10%) [8]. Additional levels improve DR by 4 and cost 
  9 points apiece.
  We only know in theory what  
  we are doing.
  – Kate Bush, “Experiment IV”
  
   
  PoWeRs 
  36
  Force Talons
  28 points + ST-based cost
  When you thrust out your hand, you can generate a tight 
  beam of energy that acts like talons with Reach 1. You attack 
  with Brawling or DX, aided by Talent. A hit deals your nor-
  mal punching damage, but made either cutting or impaling, 
  with armor divisor (5). You can use your talons for a standard 
  parry (not a Power Parry); they can’t be damaged while doing 
  so. This ability costs 1 FP/minute.
  Statistics: Armor Divisor (5) (Weird, -10%), +135% on 
  thrusting damage [Varies*] + Stretching 1 (Force Extension, 
  +50%; Limited, Talons Only, -20%; Link, Talons, +10%; Weird, 
  -10%) [8] + Talons (Armor Divisor (5), +150%; Costs Fatigue, 1 
  FP, -5%; Link, Stretching, +10%; Weird, -10%) [20].
  * See Modifying ST-Based Damage (GURPS Powers, p. 146) 
  for this calculation.
  N-Ray Vision
  40 points
  Your vision depends not on light but on radiation unknown 
  to science. Only rare substances imported from your native 
  realm or synthesized with great difficulty in a laboratory can 
  block it – you can see right through up to one foot of any earthly 
  matter. Materials you look through are visible as ghostly out-
  lines that don’t hinder your sight, while objects on the other 
  side appear in black and white. Talent adds to Vision rolls, 
  and to IQ or skill rolls to figure out the relative positions of 
  objects and barriers. A successful IQ roll gives +2 to Diagnosis, 
  Lockpicking, Mechanic, and Search.
  Statistics: Dark Vision (Weird, -10%) [23] + Penetrating 
  Vision 2 (Blockable, Exotic matter, -5%; Weird, -10%) [17].
  Nuclear Suppression
  90/105/120/135/150 points
  You can project a beam of exotic energy that stabilizes 
  radioactive nuclei and stops most nuclear reactions – you can 
  prevent nuclear bombs from exploding, shut down nuclear 
  reactors and radiothermal generators, and prevent radia-
  tion poisoning. Treat this as a ranged attack with 1/2D 100, 
  Max 100, Acc 3, RoF 1, and Rcl 1, affecting a two-yard radius 
  around the point of impact. Each added level increases radius 
  by two yards. Use Innate Attack (Beam or Gaze) to hit; Talent 
  adds to the roll.
  The area of effect has to cover the entire target to suppress 
  the reaction! If it does, you must win a Quick Contest: your IQ 
  vs. the HT of the device you’re trying to affect (assume HT 10 
  for spontaneous natural processes). Once you’ve shut down 
  a reaction, it stays that way for as long as you concentrate 
  on it and for 10 seconds after you stop. Shutdown costs 1 FP 
  initially and 1 FP/minute to maintain.
  Statistics: Control 2 (Nuclear Processes; Accessibility, Only 
  to slow nuclear reactions, -30%; Costs Fatigue, 1 FP/minute, 
  -5%; Increased 1/2D, ¥10, +15%; Ranged, +40%; Requires IQ 
  vs. HT Roll, -10%; Weird, -10%) [30] + Control 8 (Nuclear 
  Processes; Accessibility, Only to slow nuclear reactions, -30%; 
  Costs Fatigue, 1 FP/minute, -5%; Does not increase area of 
  effect, -50%; Increased 1/2D, ¥10, +15%; Ranged, +40%; 
  Requires IQ vs. HT Roll, -10%; Weird, -10%) [60]. Levels 2-5 
  remove “Does not increase area of effect” from two levels of 
  Control at a time [15/level].
  Para-Energy Sense
  4 points
  You have organs that sense waves of para-energy – 
  including para-energy attacks – whether from technological 
  devices, living organisms, or natural events. Base range is 
  10 miles; each doubling of range gives -1 to the Sense roll 
  (see GURPS Powers: Enhanced Senses, p. 6). Your percep-
  tion is omnidirectional, but you can tell the direction a signal 
  is coming from. If your IQ is 6 or better, you can interpret 
  pulsed signals as a code or as rather slow speech; you cannot 
  understand voice or video transmissions, though you can still 
  sense them.
  Statistics: Para-Radio (Receive Only, -50%; Vague, -50%; 
  Weird, -10%) [4].
  Para-Energy Signals
  8 points
  You have organs that emit omnidirectional waves of para- 
  energy. Your signals indicate your location, like a firefly’s 
  flashes; if your IQ is 6 or better, they can act as a code or as 
  rather slow speech. You enjoy all the benefits of Para-Energy 
  Sense (above).
  Statistics: Para-Radio (Vague, -50%; Weird, -10%) [8].
  Para-Radar Imaging
  36 points
  You have organs that emit beams of para-energy, which you 
  can use to scan the environment in a 120° arc. This requires 
  a Sense roll, aided by Talent. Base range is 200 yards; each 
  doubling gives -2 to the roll (see GURPS Powers: Enhanced 
  Senses, p. 6). Resolution is comparable to the human sense of 
  touch; success at the Sense roll lets you distinguish fine relief 
  and identify specific objects or faces.
  “That is not how radiation works.”
  “Well, no, but what about imaginary radiation?”
  – Brian Clevinger and Scott Wegener,  
  Atomic Robo and the Fightin’ Scientists of Tesladyne
  
   
  PoWeRs 
  37
  Your ability works through air, water, and more exotic 
  gases and liquids. You get +3 to locate concealed weapons 
  and suchlike, and may ignore penalties for spotting objects 
  hidden behind light brush. You have +2 to Observation rolls 
  to spot things in an outdoor environment. Anything you 
  detect, you can target with an attack.
  Statistics: Para-Radar (Weird, -10%) [36].
  Para-Radiation
  Beams of intense para-energy can inflict damage in almost 
  any form the GM cares to imagine. Below are some illustra-
  tive examples; all of these attacks have RoF 1 and Rcl 
  1. Roll vs. Innate Attack (Beam or Gaze), aided by 
  Talent, to hit. Divide the Protection Factor (PF) of 
  anti-radiation gear or Radiation Tolerance by 10 
  against para-radiation, but never reduce it below 1.
  Blasting Radiation
  15 points/level
  This attack has 1/2D 100, Max 100, and Acc 4. 
  It inflicts 1d(10) tight-beam burning damage per 
  level. You can target the eyes or the vitals (wound-
  ing modifier for the vitals is ¥2), but there’s no 
  incendiary effect. You can Power Parry blasts of 
  normal radiation or para-radiation.
  Statistics: Burning Attack (Accurate 1, +5%; 
  Armor Divisor (10), +200%; Increased 1/2D, ¥10, 
  +15%; No Incendiary Effect, -10%; Weird, -10%) 
  [15/level].
  Lethal Radiation
  13 points/level
  This attack has 1/2D 50, Max 100, and Acc 3. It 
  inflicts 1d(10) rads per level on living targets (see 
  pp. B435-436 for effects). You can Power Parry 
  blasts of normal radiation or para-radiation.
  Statistics: Toxic Attack (Armor Divisor (10), 
  +200%; Increased 1/2D, ¥5, +10%; Radiation, 
  +25%; Weird, -10%) [13/level].
  Mutagenic Radiation
  21 points/level
  This attack has 1/2D 10, Max 100, and Acc 3. 
  It inflicts 2d corrosion damage and 1d(10) rads 
  of weird radiation per level. The corrosion effect 
  isn’t localized injury but dispersed cellular muta-
  tion. Every 5 points of corrosion damage rolled 
  subtracts 1 from your target’s Damage Resistance. 
  Rather than killing people, your radiation causes 
  exotic changes (see Weird Radiation, below). You 
  can Power Parry blasts of normal radiation or 
  para-radiation.
  Statistics: Corrosion Attack 2d (Accessibility, 
  Only vs. organic tissue, -10%; Link, Toxic Attack, 
  +10%; No Wounding, -50%; Weird, -10%) [8/level] 
  + Toxic Attack (Armor Divisor (10), +200%; Link, 
  Corrosion Attack, +10%; Radiation, +25%; Weird, 
  -10%) [13/level].
  Spy-Ray
  58 points
  You can emit a narrow beam of nearly undetectable energy 
  that can pass through air or water, or up to one foot of solid 
  material. Base range is 2,000 yards. You must make a Sense 
  roll to find a target; once you do, you can both see and hear 
  events taking place there, with another Sense roll to pick up 
  details accurately.
  Statistics: Para-Radar (Increased Range, ¥10, +30%; Pene-
  trating, +50%; Restricted Arc, 60°, -75%; Stethoscopic, +50%; 
  Weird, -10%) [58].
  WeiRd RAdiAtion
  Realistically, radiation inflicts burns, illness, and sometimes 
  death; survivors risk blindness, sterility, or cancer. For the grim 
  details, see pp. B435-436. But in cinematic, pulp, and comic-book 
  treatments, radiation has other effects!
  On exposure to weird radiation, roll vs. HT at the penalty for 
  rads given by the Radiation Effects Table (p. B436). Critical suc-
  cess lets you escape unscathed; otherwise, there are bizarre con-
  sequences. Use Duration of Crippling Injuries (pp. B422-423) to 
  determine how long these last: success indicates temporary effects; 
  failure, lasting ones; and critical failure, permanent ones. Treat-
  ment by a physician has no effect unless the caregiver succeeds at a 
  Weird Science roll. Weird radiation dosage accumulates, and par-
  tially diminishes over time, in the same way as realistic radiation.
  Roll 3d for the effects of weird radiation:
  3-4 – Evolutionary advance or regression. You acquire a new racial 
  template for a suitable species, as described for Controlled Evo-
  lution (pp. 10-11). It’s up to the GM whether you progress or 
  regress!
  5 – Gain one novel ability of an appropriate power and a disadvan-
  tage of equal point value.
  6 – Gain one exotic perk (GURPS Power-Ups 2: Perks, pp. 9-12). 
  This must suit a living organism.
  7 – Gross size change: +1 or -1 to SM.
  8 – Skin turns bright green.*
  9 – Altered metabolic rate: Shift one step up or down the scale of 
  builds running from Skinny to Very Fat (p. B18).
  10 – Abnormal hirsuteness: Either dense hair (treat as Fur, p. B101) 
  or loss of all hair except eyelashes.*
  11 – Acquire Unusual Biochemistry (p. B160).
  12 – Polydactyly: One or more extra digits per hand and foot.*
  13 – Prolonged loss of consciousness: Effects as for Coma (p. B429), 
  but duration determined by HT roll for weird radiation.
  14 – Chronic Pain (p. B426): Any combination of features that 
  comes out to -5 points.
  15 – Acquire Talent for a power, but no abilities.
  16-17 – Partial advance or regression; see 3-4 and acquire one trait.
  18 – Roll twice on this table, disregarding rolls of 18.
  * May count as Distinctive Features (p. B165) or Unnatural 
  Features (p. B22), at the GM’s option. For nonhumans, substitute 
  comparable changes; e.g., a creature that’s already green may turn 
  a different color, while one without fingers or toes might experi-
  ence duplication of some other minor body part.
  
   
  PoWeRs 
  38
  PARAsitism
  Your powers let you attach yourself to or inhabit a human 
  host and alter his behavior for your own benefit. He maintains 
  a semblance of humanity, but a flawed one.
  Power Talent: 5 points/level.
  Power Modifier: Weird, -10%.
  Captivation
  30 points/level
  Your saliva contains a chemical agent that 
  induces ecstasy in those who taste it. You 
  must introduce it into a target’s mouth, either 
  with a DX or Brawling roll at -7, or by per-
  suading him to let you kiss him; Talent adds 
  to any roll you make. If you succeed, he rolls 
  vs. HT (at -1 per level after the first) to avoid 
  experiencing ecstasy (p. B428) for a number 
  of minutes equal to his margin of failure. In the aftermath, 
  you have +3 to any Influence roll that includes an offer to kiss 
  him again, and he’s at -3 to any relevant self-control rolls.
  Your secretory organs hold enough of the agent for half a 
  dozen attempts. After that, you must wait 15 minutes while 
  they secrete more.
  Statistics: Affliction 1 (HT; Ecstasy, +100%; Limited Use, 
  6 uses, Slow Reload, 15 minutes, -5%; Melee Attack, Reach 
  C, Cannot Parry, -35%; Taste-Based, +150%; Weird, -10%)  
  [30/level].
  Infestation
  Several mutually exclusive versions of this ability are avail-
  able, based on different ways of maintaining contact with your 
  host. In all cases, after initiating contact, you can attempt 
  to possess him. Roll a Quick Contest: your IQ, adjusted for 
  Talent, vs. the higher of his HT or Will. If you win, you can 
  prevent him from removing you; otherwise, he may try to do 
  so by force or medical treatment.
  After successful possession, you can attempt to reshape 
  your host’s behavior. Roll a Quick Contest of Brainwashing 
  or IQ vs. his HT or Will. You have a bonus equal to Talent, 
  but are at -1 per full -5 points of disadvantages added or 
  removed. Changes last for a number of days equal to your 
  margin of victory.
  Incubus
  20 points
  You’re physically smaller than your host and able to hold 
  onto him and ride around. You may either steal part of his 
  food or drink his blood; in the latter case, you don’t take 
  enough to cause severe harm. You perceive your surroundings 
  through your own senses.
  You control your host by whispering in his ear. You can 
  make suggestions that can be expressed in simple sentences 
  (such as “Kill the king!”) by winning a Quick Contest of IQ vs. 
  his HT or Will. You can also access his memories by asking 
  questions; this calls for a straight IQ roll. Talent aids you in 
  either case.
  Statistics: Possession (External, +10%; Full Memory Access, 
  +10%; Hearing-Based, -20%; Limited Parasite, Includes Sug-
  gestion, -75%; Weird, -10%) [20] + -2 SM [0].
  Miasma
  166 points
  You’re a collective intelligence in the form of a cloud or 
  pool of microorganisms. You must infect your host to gain 
  control over him. To do so, you have to make physical contact 
  with your target’s flesh. You then have a one-hour incubation 
  period while you multiply within him and test his immuno-
  logical defenses, after which you may attempt to possess him.
  You exist within your host in a diffuse form that takes min-
  imal damage from attacks (Injury to Unliving, Homogenous, 
  and Diffuse Targets, p. B380). If forced out, you can sporulate, 
  shutting down your metabolic processes. Your spore form 
  deteriorates slowly, losing 1 HP per year; if you reach -1¥HP 
  or lower, roll to see if you survived when you encounter your 
  next potential host. You can resist sporulation and remain 
  active with a Will roll, but you lose 4 FP and 1 HP per day. 
  Talent aids all rolls connected with sporulation.
  Statistics: Injury Tolerance (Diffuse; Infiltration, +40%; 
  Weird, -10%) [130] + Metabolism Control 10 (Hibernation, 
  -60%; Weird, -10%) [15] + Permeation (Flesh; Immediate 
  Preparation Required, 1 hour, -75%; Weird, -10%) [1] + Pos-
  session (Limited Parasite, Includes Suggestion, -75%; Weird, 
  -10%) [20].
  Worm
  20 points
  You’re a single, tiny creature, small enough to crawl into 
  one of your host’s orifices and take up residence inside his 
  body. You may either drink his blood or take food from  
  his digestive tract. You control him by secreting hormones 
  and other substances into his blood.
  While you’re inside a host, striking at you takes the same 
  penalties as attacking the vitals, if your location is known.  
  A randomly placed attack will always miss you! Any blow that 
  does hit the vitals is an area attack as far as you’re concerned. 
  You gain the protection of any natural defenses your host has, 
  and may also treat his HP as extra DR.
  Statistics: Possession (Limited Parasite, -80%; No Memory 
  Access, -10%; Weird, -10%) [20] + -13 SM [0].
  Some thing had burrowed through the soul 
  of the man that had once been, like a wasp  
  larva inside a grub, leaving a gateway into  
  a nothingness that hated, negation as  
  an active principle.
  – S.M. Stirling, The Desert and the Blade
  
   
  PoWeRs 
  39
  Skinwalking
  50 points
  By taking the entire skin of another creature of roughly 
  your own weight, and processing it biochemically, you make it 
  into a disguise you can wear. This grants you the appearance 
  of the original owner – including up to 20 points in traits that 
  affect only how you look. You can assume any guise for which 
  you’ve prepared a skin.
  You can have multiple skins, but you must wear each for 
  one hour a week to maintain it. A missed week lowers its HT 
  by one from a starting value of 10 and requires a HT roll, 
  with failure causing it to deteriorate (reduce Appearance by 
  one step) and critical failure making it Fragile (Brittle) – dry, 
  cracked, and easily torn. Restoring a skin requires wearing it 
  for 24 hours per point of HT regained; if it has become Brittle, 
  though, it remains that way and cannot be restored.
  While being worn, a skin functions as part of your body. 
  When it isn’t worn, it has the same DR as the original creature 
  (but not more than DR 2), 50% of your HP (round up), and SM 
  two less than yours. It can be stolen by stealth or trickery, and 
  can’t be repaired if destroyed.
  Changing skins takes one minute. You can’t engage in com-
  bat while doing so. Talent adds to any roll you make to pre-
  tend to be the original creature.
  Statistics: Morph (20 extra points; Cosmetic, -50%; Imme-
  diate Preparation Required, 1 minute, -30%; Needs Sample, 
  Skin of target, -50%; No Memorization Required, +50%; Once 
  On, Stays On, +50%; Skinbound, Breakable, DR 2 or less, 
  SM -2, Must be taken by stealth or trickery, will not work for 
  thief, -25%; Temporary Disadvantage, Maintenance, 1 person, 
  weekly, -5%; Weird, -10%) [50].
  void
  In the real world and in scientific thought, “nothing” is an 
  absence. But in our imaginations, it may be an active presence 
  that devours existing beings and objects. The powers of the 
  Void involve nullification, destruction, and imperceptibility. 
  They’re as much metaphysical as scientific.
  Power Talent: This power is restricted not by its targets 
  but by its function: It only helps you negate existing things. 
  However, its Talent also affects others’ reactions: +1 per level 
  to reaction rolls that benefit from fear, and -1 per level to oth-
  ers’ Will to resist your Intimidation attempts and make Fright 
  Checks based on your actions. 10 points/level.
  Power Modifier: Typically Cosmic, +50% – the same noth-
  ingness surrounds and has the power to affect every cosmos.
  Annihilation
  50 points/level
  Your gaze inflicts damage upon those you focus on. (Leg-
  endary beings such as Balor or Shiva may deliver this attack 
  through a third eye.) It works only on targets close at hand. To 
  hit, roll vs. Innate Attack (Gaze) at -1 per yard of distance. Tal-
  ent gives its usual bonus.
  A hit does 1d(5) corrosion damage per level and reduces 
  the target’s DR by 1 per point of basic damage rolled. There 
  are no visible wounds – an inanimate object erodes and dis-
  integrates as its HP are diminished, while a living being loses 
  vitality until it dies.
  Annihilation can be used for a Power Parry against any 
  attack, regardless of source.
  Statistics: Corrosion Attack (Armor Divisor (5), +150%; 
  Cosmic, Can Power Parry any attack, +50%; Cosmic, Inten-
  sified corrosion, +200%; Low Signature, +10%; Short-Range,  
  -1/yard, -10%) [50/level].
  Anti-Energy
  100 points/level
  Your body emits a field that cancels out electromagnetic 
  radiation in an area one yard in radius per level. This silences 
  radio transmissions, doesn’t reflect light or microwaves, and 
  screens out thermal infrared and radiation. It’s perceived as 
  an area of darkness and cold.
  In scientific terms, you negate radiant energy up to a 
  power output of 15 kW. Each activation of your ability can-
  cels a total of 1,000¥(level squared) kJ over time – but in 
  combat, each use lasts only 10 seconds. In game-mechani-
  cal terms, treat the effect as -1/level to Vision for low light; 
  the same penalty applies against Active IR, Imaging Radar, 
  Ladar, Radar, and T-Ray Vision, but not Sonar. It inflicts 
  1 FP/level per minute from intense cold; victims resist this 
  with a HT roll at -1 per full three levels of Anti-Energy, mod-
  ified by clothing as per p. B430. If multiple FP are inflicted, 
  assess this as 1 FP at shorter intervals; e.g., Anti-Energy 3 
  inflicts 1 FP per 20 seconds.
  Your ability is effective against weird forms of para-energy 
  (pp. 35-37) and against Dark Vision. It gives a flat -2 to Dark 
  Vision (Hypersensory). It has no effect on electric currents or 
  on static electric or magnetic fields, however.
  You can activate this ability instantly with an IQ roll. If 
  you’re in danger, it will come on spontaneously with an IQ-4 
  roll, even if you’re asleep (in which case success on this roll 
  will also awaken you). It cancels 1 point/level of burning dam-
  age and 1 rad/level of radiation; this benefits not just you but 
  also everyone in the area. A Will-based Power Block doubles 
  the protective effect, but only for you. Using this ability costs 
  1 FP/hour, so you can’t keep it on indefinitely.
  The peering eye could see 
  nothing whatever of shape or  
  of texture; the mind behind the eye 
  reeled away before infinite vistas  
  of nothingness.
  – E.E. Smith, Gray Lensman
  
   
  PoWeRs 
  40
  Statistics: Create (Electromagnetic Waves; Affects Insub-
  stantial, +20%; Cosmic, +50%; Destruction Only, +0%; 
  Reduced Fatigue Cost 2, +40%; Reflexive, +40%) [100/level].
  Restricted Anti-Energy
  Anti-energy can be restricted to one part of the electromag-
  netic spectrum: radio and microwaves; thermal IR; near IR, 
  visible light, and UV; or hard radiation (X-rays and gamma 
  rays). Each of these abilities costs 50 points/level.
  Bladebane
  78/155/232/309 points
  Though you appear solid, your true being is only a surface 
  with nothing inside! Weapons that penetrate that nothing-
  ness – by cutting, impaling, or piercing – are tainted with it, 
  suffering 1d/level of corrosion damage; their intrinsic DR is 
  of no benefit against this, but they lose DR equal to the dam-
  age roll. Damage from the incoming attack is also reduced by 
  1d/level; subtract this after all other DR but before applying 
  wounding modifiers.
  Statistics: Corrosion Attack (Accessibility, Cutting, impal-
  ing, or piercing weapons only, -30%; Aura, +80%; Cosmic, 
  Intensified corrosion, +200%; Cosmic, Irresistible attack, 
  +300%; Melee Attack, Reach C, -30%; Trigger, Injury, -15%) 
  [60.5/level*] + Damage Resistance 1d (Cosmic, +50%; Limited, 
  Cutting, impaling, and piercing physical attacks, -40%; Trig-
  ger, Injury, -15%) [16.625/level*].
  * Multiply by number of levels, maximum four, and then 
  round up.
  Disempowerment
  250 points
  You can select any source of power – even Cosmic – and 
  neutralize all abilities one person has from that source. To 
  do so, roll vs. DX or any unarmed combat skill to touch your 
  target, and then engage in a Quick Contest of Will, aided by 
  Talent. If you win, your victim’s powers stop working for five 
  hours multiplied by your margin of victory. Against someone 
  with powers from several sources, you can make multiple 
  rolls with repeated touches or a continuing grapple.
  Statistics: Neutralize (Cosmic, All sources, +300%; 
  Extended Duration, 300¥, +100%) [250].
  Nullity
  25 points/level
  You can cloak yourself with a quality of nonpres-
  ence that makes you difficult to perceive. Each level 
  of this ability gives +2 to Stealth when being seen 
  or heard is a factor, and to Invisibility Art to avoid 
  being seen; Talent grants a further bonus. The effects 
  apply to active and passive sensors for the entire elec-
  tromagnetic spectrum and for all forms of sound 
  and vibration. You gain the full benefits whether 
  you’re still or moving, and without regard for cloth-
  ing, armor, or small objects in your hands, mouth,  
  or pockets. Attempts to track you by scent are at -1/level.
  With a Will-based Power Block, you can double all 
  these modifiers.
  Statistics: Chameleon (Cosmic, Universally extended, 
  +100%; Dynamic, +40%) [12/level] + Sanitized Metabo-
  lism [1/level] + Silence (Cosmic, Universally extended, 
  +100%; Dynamic, +40%) [12/level].
  Unmind
  116 points
  Anyone who reads your mind or senses your emo-
  tions – by any method, including powers, spells, and 
  unmodified advantages – perceives only vertiginous absence. 
  This requires an immediate Fright Check, against which non- 
  Cosmic versions of Fearlessness or Unfazeable offer no pro-
  tection. You need not be visible or audible; the range limit 
  is that of the other person’s awareness, not of your ability. 
  Talent gives an Intimidation bonus against anyone who has 
  recently looked into your mental emptiness.
  Statistics: Terror (Always On, -10%; Cosmic, Irresistible 
  attack, +300%; Presence, +25%; Trigger, Mental contact, 
  -30%) [116].
  Withering
  150/270 points
  By grappling a foe, you’re able to age him one month per 
  second he’s in your grip – or, at the second level, six months 
  per second. He must make aging rolls at suitable points (see 
  Age and Aging, p. B444). Talent adds to your roll to grapple.
  Statistics: Leech 1 (Cosmic, +50%; Steal Youth, Permanent, 
  +450%) [150]. The second level is Leech 6 [270].
  
   
  index 
  41
  4D Spatial Sense ability, 24.
  Abilities, list, 24-40; overview, 
  20; skill bonus, 20; using 
  defensively, 20; see also 
  Powers.
  Acrobatics skill, related 
  technique, 7, 26.
  Advantages, 4-5, 21-24; internal, 
  22; wildcards and perks, 8.
  Alchemic Art style, 14.
  Alchemy, as weird science, 14.
  Alternate Form advantage, 
  29-30.
  Alternate universes, weirdness 
  source, 16.
  Anachronistic Skill perk, 4-5.
  Anaerobic variation, 21, 22.
  Annihilation ability, 39.
  Anti-Energy ability, 39-40; 
  restricted, 40.
  Arcane Connection ability, 33.
  Artificial intelligence (AI), 
  computer types, 9; related 
  style, 9-10.
  Assiah, 17.
  Atmospheric composition, 
  native, 22.
  Atmospheric pressure, native, 
  22.
  Atomic Death Ray ability, 35.
  Attack from Nowhere 
  technique, 26.
  Atziluth, 17.
  Automata style, 8-9.
  Biological power modifier, 20.
  Bladebane ability, 40.
  Blasting Radiation ability, 37.
  Body Sense skill, 5.
  Briah, 17.
  Campaigns, realms and, 16; 
  weirdness sources, 15-18.
  Captivation ability, 38.
  Catalysis ability, 28.
  Chi power modifier, 20.
  Combat, four-dimensional, 26.
  Combat, using abilities 
  defensively, 20.
  Computers, AI, 9.
  Consciousness, weirdness 
  source, 17.
  Contrivance styles, 8-10.
  Control advantage, 21.
  Controlled Atavism ability, 30.
  Controlled Evolution style, 
  10-11.
  Cosmic, enhancement options, 
  19; enhancement and 
  objects, 20; enhancement 
  variations, 4, 21; power 
  modifier, 19.
  Debugging technique, 6.
  Demiurgy ability, 33.
  Denser Molecular Structure 
  ability, 28.
  Density, ability, 28; ST and, 28.
  Devices, see Gadgets.
  Dimensional Control power, 
  24-25; combat, 26.
  Dimensions, weirdness source, 
  16, 17.
  Disempowerment ability, 40.
  Disorient technique, 26.
  Divine power modifier, 20.
  Doesn’t Breathe advantage, 
  21, 22.
  Electronics Operation skill, 5.
  Electronics Repair skill, 5.
  Engineer skill, 5.
  Enhanced Manipulation ability, 
  31.
  Enhancements, common, 19; 
  Cosmic, 4, 19; counting 
  toward power modifier, 19; 
  new, 4, 21, 23.
  Environmental Adaptation 
  variation, 21.
  Environments, native, 22; 
  weirdness sources, 15-18.
  Epigenetics advantage, 22.
  Experimental weirdness, 18.
  Extensibility ability, 28-29.
  External enhancement, 23.
  Extradimensionality ability, 
  24-25; combat, 26.
  Facing Change technique, 6.
  Fascination ability, 31.
  Fluidic specialty, 5.
  Force Burst ability, 35.
  Force Shield ability, 35.
  Force Talons ability, 36.
  Four-dimensional combat, 26.
  Fractal Manipulation ability, 
  31.
  Fringe Science specialty, 5.
  Future, weirdness source, 16.
  Gadgeteer advantage, 4; Cosmic 
  enhancement and, 19-20; 
  devices created with, 19-
  20; powers gained by, 20; 
  related styles, 8-14; related 
  techniques, 7.
  Gadgets, Cosmic power modifier 
  and, 20; weird science,  
  19-20.
  Gift of Tongues ability, 27.
  Gnosis ability, 34.
  GOFAI style, 9-10.
  Gravity, native, 22.
  GURPS, 19, 22; Basic Set, 
  6; Bio-Tech, 10, 12, 22; 
  Cabal, 17; Fantasy-Tech 
  1: The Edge of Reality, 3, 
  8, 14; Horror, 13; Horror: 
  The Madness Dossier, 17, 
  18; Infinite Worlds, 11, 
  16; Martial Arts, 23, 26; 
  Power-Ups 2: Perks, 3, 
  5, 6, 32, 37; Power-Ups 
  4: Enhancements, 3, 19; 
  Power-Ups 8: Limitations, 
  3; Powers, 3, 19-21, 23, 24, 
  26, 36; Powers: Enhanced 
  Senses, 12, 36; Psi-Tech, 
  13; Psionic Powers, 3; Psis, 
  6; Social Engineering, 23; 
  Space, 22; Thaumatology, 
  8; Thaumatology: Chinese 
  Elemental Powers, 
  14; Ultra-Tech, 10, 12; 
  Underground Adventures, 
  22; see also Pyramid, 
  Transhuman Space.
  Half Damage Without Grapple 
  limitation, 21.
  Hardened enhancement, 19.
  Hardness ability, 30.
  Heuristics technique, 6.
  Hexing ability, 27.
  Hidden Lore, 5.
  Hyperacid Digestion ability, 29.
  Hyperacid Integument ability, 
  29.
  Hyperacid Spray ability, 29.
  Hyperacidity abilities, 29.
  Hyperliteracy ability, 27.
  Hyperspace, weirdness source, 
  15; related power, 24-25.
  Hypervision ability, 25.
  Hypnotism skill, related 
  technique, 7.
  Illumination technique, 7.
  Illusion advantage, 21.
  Impassivity ability, 34.
  Imperium ability, 27.
  Incubus ability, 38.
  Infestation abilities, 38.
  Infinite Worlds setting, 16, 18.
  Injury Tolerance, advantage, 21; 
  perk, 23.
  Innate Attack advantage, 21.
  Inspired Development 
  technique, 7.
  Inspired Research technique, 7.
  Internal advantages, 22.
  Invulnerability ability, 30.
  Knowledge, weirdness source, 
  17.
  Language, weirdness source, 17.
  Lethal Radiation ability, 37.
  Limitations, new, 4, 21, 23, 28.
  Limited Parasite limitation, 23.
  Local Orientation technique, 
  26.
  Logos power, 27.
  Machine Operation skill, 5.
  Meditation skill, related 
  technique, 7.
  Memetics, as weird science, 11; 
  style, 11.
  Metabolic Adaptation ability, 
  32.
  Metamateriality power, 28-30.
  Metaphysical realms, 17; four 
  key, 17.
  Miasma ability, 38.
  Microscopic enhancement, 23.
  Mind Modification (Trait) 
  technique, 7.
  Mind Modification style, 11.
  Modular Abilities advantage, 
  22.
  Molecular Mimicry ability, 29.
  Mutagenic Radiation ability, 
  37.
  Mutation power, 30-33.
  N-Ray Vision ability, 36.
  Nanotech style, 10.
  Native environments, 22.
  No Ears perk, 24.
  No Nose perk, 24.
  Nonlocality ability, 34.
  Noumena power, 33-35.
  Nuclear specialty, 5.
  Nuclear Suppression ability, 
  36.
  Nullity ability, 40.
  Ontogenetics style, 11-12.
  Organic Perfection ability, 32.
  Organon ability, 31.
  Outer space, singularities, 17; 
  weirdness source, 15-16.
  Para-Energetics style, 12.
  Para-Energy power, 35-37.
  Para-Energy Sense ability, 36.
  Para-Energy Signals ability, 36.
  Para-Radar Imaging ability, 
  36-37.
  Para-Radiation abilities, 37.
  Para-Radio advantage, 23.
  Para-Radionics specialty, 5.
  Parallel worlds, weirdness 
  source, 16.
  Parasitism power, 38-39.
  Past, weirdness source, 16.
  Perks, 4-5, 23-24.
  Perks, wildcards and, 8.
  Phantom Attack technique, 26.
  Phase Transition abilities, 29.
  Phenomena, weirdness, 17-18.
  Planes of existence, weirdness 
  source, 17.
  Polypoid ability, 31.
  Possession advantage, 22-23.
  Power Block defense, 20.
  index
  
   
  index 
  42
  Power Dodge defense, 20.
  Power modifiers, 19, 20.
  Power Parry defense, 20.
  Powers, ability overview, 20; 
  as separate gadgets, 20; 
  common enhancements, 
  19; defining, 19-20; in alien 
  universes, 20; list, 24-40; 
  modifiers, 19-20; sources, 
  19-20.
  Prehensile Tongue ability, 32.
  Projection technique, 7.
  Psionic power modifier, 20.
  Psychical Research style, 13.
  Psychology skill, 5.
  Psychotronics, as weird science, 
  13; style, 13.
  Purpose perk, 5.
  Pyramid #3/46: Weird Science,  
  3.
  Radiation Recovery perk, 24.
  Radiation, weird, 37.
  Reality shards, weirdness 
  source, 18.
  Realms, 15-17; powers in alien, 
  20.
  Reconfigurable Organs ability, 
  32.
  Relics, weirdness source, 18.
  Remote Hypnosis technique, 7.
  Requires Grapple limitation, 
  21.
  Resistant, 23.
  Runes of Power advantage, 22.
  Sanitized Metabolism perk, 24.
  Savant power modifier, 20.
  Scale Alteration ability, 25.
  Scanning Sense advantage, 23.
  Self-Mastery ability, 34-35.
  Sensitive Touch advantage,  
  23.
  Sensory Surface ability, 33.
  Shapeshifting advantage, 23.
  Singularities, weirdness source, 
  17.
  Skills, 5; availability by tech 
  level, 6; wildcards, 8.
  Skinbound limitation, 23.
  Skinwalking ability, 39.
  Specialized limitation, 4.
  Spy-Ray ability, 37.
  Strength (ST) attribute, weight 
  and, 28.
  Style Familiarity perk, 8.
  Styles, 8-14; alternate TLs, 7; 
  overview, 8; realistic, 4.
  Super power modifier, 20.
  Supercharging ability, 33.
  Superfluidity ability, 30.
  Superscience, weird science 
  and, 18; styles, 18.
  Tables, computer types, 9; 
  Strength and weight, 28.
  Talents, 20.
  Tangency ability, 25.
  Tech levels, skill availability, 6; 
  divergent, 7.
  Techniques, 6-7, 26; wildcards 
  and, 8.
  Technology Secret perk, 5.
  Technology, divergent, 7; see 
  also Gadgeteer, Gadgets, Tech 
  Levels.
  Telecommunication advantage, 
  23.
  Temperature Tolerance 
  advantage, 22.
  Temperature, native, 22.
  Terrestrial limitation, 21.
  Tesseraxis style, 13.
  Time, weirdness source, 16.
  Timeskip ability, 25.
  Transcendental Philosophy 
  style, 13.
  Transhuman Space, 11, 17; 
  Changing Times, 11; see 
  also GURPS.
  True Speech ability, 27.
  Truesight ability, 35.
  Universes, weirdness source, 
  15-16.
  Unmind ability, 40.
  Unusual Background 
  advantage, 23.
  Virtual Pocket ability, 25.
  Void power, 39-40.
  Weight, ST and, 28.
  Weird power modifier, 19; 
  alternatives, 20.
  Weird radiation, 37; effects, 37; 
  treatment, 37.
  Weird Science skill, 6.
  Weird science, defined, 4.
  Weirdness sources, 15-18.
  Weirdtech power modifier, 19.
  Wildcard skills, 8.
  Withering ability, 40.
  Worlds, weirdness source, 16.
  Worm ability, 38.
  Xenonucleonics style, 14.
  Yetzirah, 17.
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Powers - The Weird .pdf