Ancient One

==Ancient One==
==Advantage parameters ==
Their Energy Reserve (per GURPS Powers) can only be used to power abilities with a "Cosmic" source as P119 explains:
*can only power abilities of the same source
** this means powers
*can also fuel related skills
**only seems to apply to Chi (blind fighting), Divine (spells cast via Sanctity) or Magic (spells cast with Mana)
***no other skills appear to have FP costs with an obvious relation to a source
Standard restrictions would apply:
*other powers, wild abilities, and ordinary extra effort can’t tap it
While wild abilities can specify a cosmic origin (B33) a source is different: sources are only possible for POWERS.
*P7 "the origin of the energy the wielder manipulates to produce its effects"
*P179 "Source defines how a power works; origin defines how it came to exist."
P97's "Neutralize and Static vs. Non-Powers" could be used as guidelines to when non-powers could benefit from an Energy Reserve by being RELATED to that power, with the downside being that this means that Neutralize/Static can work on them IF it is possible for Neutralize/Static to work on the associated power (eg there is neutralize/static for magic/psi but not for cosmic/biological)
"shouldn’t interfere with “wild” advantages that aren’t associated with any power source." means those are the TRULY wild advantages which definitely could not enjoy powering with ER. This is ONLY possible with mundane advantages because B33 requires "origin" specification for all exotic or supernatural traits
*for stuff like a bear's DR, the best guess would probably be "biological origin" which associates with "biological source" perhaps allowing ER (biological) fueling.
*"just a naturally hard rock" could be seen as similar to biological ("born" in a star's fusion) but since there is not "genetic engineering" (non-living things do not have genes, they do not reproduce) and "medical science" for detection/analyzing is more "chemistry" than "biology" this could be grounds for defining a separate "chemical" or "atomic" power modifier for "rocks as characters"
**barring that "cosmic" might actually be appropriate (the cosmos referring to space, the stars in which higher elements are synthesized)
***"elemental" is a power modifier in Powers, so it might be viewed as a "new origin" in this case
*for stuff like metal alloys, that would could hover somewhere between chemical and technological
Getting back to Ancient Ones: there is a tendency in GURPS not to fill out every possible particular, and ignoring "origins" is one of them.
Robot characters for example don't bother to list "origin: technological" under every advantage, it's implied.
So "origin: cosmic" could be assumed to apply to one or more of the Ancient One's advantages, thus "relating" them to Cosmic Powers 
==References==
*GURPS Horror pg 74-75
Category:Race Descriptions
Category:Horror