Power-Ups 1: Imbuements

GURPS Power-Ups 1: Imbuements is in regard to skills falling somewhere between cinematic combat skills and magic spells. Imbuements allow characters to channel an exotic force – or supernatural ability – into whatever weapon they have in hand.
==Quotes==
===Kromm===
in 2008
"I'm sure that one could write a whole other PDF full of modifiers for Imbuement Skills! The tradeoff would be FP for skill, FP for effect, or skill for effect."http://forums.sjgames.com/showpost.php?p=606601&postcount=82
==== FP Costs ====
"You pay 1 FP for the attempt either way. The rules are worded so that the CS/S/F/CF results are in one paragraph;
:Imbuement Skills require no concentration or preparation. Roll before you make each attack roll. If you succeed, add the skill’s effects to that attack. Failure simply means you don’t get the benefit of the skill. Critical failure also costs 2 FP.
...while the FP cost is in another;
:Each use of an Imbuement Skill costs 1 FP."http://forums.sjgames.com/showpost.php?p=608177&postcount=108
Note that it doesn't say "successful use."
==== Penalties ====
"if you took the -5 and failed, you don't pay a thing. You already "paid" by failing thanks to the -5."http://forums.sjgames.com/showpost.php?p=608188&postcount=111
== See Also ==
* Imbue
* Perfect Defense, defensive imbuements
== References ==
Category:Powers
Category:Sean Punch
Category:Imbuement Skills
Category:Magic Concepts
Category:Power-Ups