Quote:
Originally Posted by jj234
Now that I'm pseudo-familiar with the rules I've run into the issue of whether to homebrew my character's powers or whether to build them around the Powers book. For my specific character, making a whole new magical subsystem seems most appropriate, but nowhere in the books does it permit me to do anything of the sort!
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In terms of GURPS main rules books there is
the Basic Set
Powers
Thaumatology
Martial Arts (and Technical Grappling introduced a significant change)
And that's about it almost every other rule builds off the concepts in those books. Those that don't e.g. Low tech cover subsets or e.g. various Pyramid articles are extra/alternative rules.
I don't think there is any other way to do Magic or Powers using GURPS that isn't using rules from one of those existing books. You'd just be doing a variant.
If you come up with a new way your either using the rules without knowing it, or you've discovered a blindspot in the GURPS rules everyone missed.