Sources

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