This supplement deals with powers that break the rules, for
Lovecraftian aliens, superbeings, and weird lone genius inventors.
Disclaimer: I received playtest credit in this book and therefore
did not pay for it.
The book is divided into three main sections. First is Weird Science,
which aims to put the lone inventor on a footing with the martial
artist by introducing weird science styles. After a listing of
traits, we get eleven paths to Ultimate Power, including Automata
(pneumatic, steam or clockwork mechanical men), Good Old-Fashioned
Artificial Intelligence (the 1960s mathematical approach),
Nanotechnology, Controlled Evolution and Xenonucleonics. (A box
suggests how this can be turned into Alchemy in a lower-technology
setting.) Each style has associated skills, techniques and perks, so
that the next ranting genius can be substantially different from the
last one.
The second section is less mechanics-heavy, and deals with alien
realms which can be sources of weirdness; even outer space can be
conceptually different to a world which hasn't yet explored it,
extremes of the past or the future, and parallel worlds, are all
possibilities, with stranger options like the Iconic Realm or varied
states of consciousness. This is more of a source for ideas than
anything else, but will help the GM constructing a complex cosmology
and making other realms distinctive and strange.
The final section deals with weird powers, within the framework
already established by GURPS Powers. Powers can be explicitly
Cosmic, breaking all the rules, or just Weird, "not from around here"
but still basically consistent and able to be countered by non-Weird
defences. There's some modification of existing advantages (e.g. an
Anaerobic modifier to Doesn't Breathe), and a set of new powers split
into eight categories (so Dimensional Control gives you 4D Spatial
Sense, Extradimensionality, Hypervision, and so on). As powers, these
seem prone to lead to superheroes, but there's some treatment of how
they can also be effectively built into gadgets.
This is a very meaty book which will take time to digest. It's always
a good sign when a book inspires a campaign; I find I want to run a
Mage-style game, where each player character is a different sort of
mad scientist, and they band together to fight Things that Should Not
Be. Even without that, there's a great deal of framework here for
things that I tend just to busk. It's not the GURPS Mad Science book
that I'd really like in an ideal world, but it's about two-thirds of
it, and I can work up the rest easily enough. Great stuff. GURPS
Powers: The Weird is available from
Warehouse 23.
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