GURPS Supers is a new work, but it draws inspiration from the previous editions Using it to run a GURPS campaign requires the GURPS Basic Set and. GURPS Supers (4ed) *OP [Steve Jackson Games, William H. Stoddard] on *FREE* shipping on qualifying offers. Super power sourcebook for . GURPS Supers is Steve Jackson Games’s Supers book. It contains the complete rules to play super characters with the Basic Set, discussion of super characters.

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Submit a new link. That’s one way to ensure sjpers the points are more valid tools for supets. The simplest example of this is rock, paper scissors. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.

Want to add to the discussion? The rules book included advice on creating superhero campaigns, and ways for the game master to customize the style of the campaign. By using this site, you eupers to the Terms of Use and Privacy Policy.

Quick-Gadgeteering is a bad idea, also make sure you enforce the new invention rules. We use Maptools This helps keep play moving. I’m not sure if it’s in GURPS or not, but I know that the Superx rules explicitly tell you that if a player wants a skill that you will never need to roll for “I want him to have an encyclopedic knowledge of Scottish tartans Men and women with strange powers protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters.

At points, five point advantages become insignificantly inexpensive and even 25 pointers are cheap enough for anyone to take. Power Groups were retained as an optional system. And by that I mean you can’t give players pts and call it supers. This happens for a variety of reasons not the least of which is that static is quite affordable at that level, which leads to a plethora of enemies that are immune to their powers. His favorite weapon was uprooting light poles to use as clubs and he was once shot into space, whereupon he crashed back to Earth and walked the ocean floor back to civilization.


The 21st century edition handles powers and abilities completely differently again, in line with the significant changes in the core GURPS rules. X points for powers, 1-x for stats and skills. This I will say though: Based on that they have assumed that the luck has an equivalent effect on the game world that the energy blast does, but the mechanics of how the powers actually work argue differently.


Another problem the books had was the artwork; it was crude and uncolored, except on the covers. You really have to figure out challenge levels though, when it’s almost impossible to fail most skill rolls, it gets boring. Chinese Elemental Powers is a flavorful example of using powers to represent impossible magical arts. Sometimes when suupers numbers get so huge, we just roll dodges to see if the attack has even a chance to succeed.

The level of the points where you take an expansion of ability can depend on how the game gurpz and how the GM plays out gudps campaign. Sean Punch pages.

Watch out for high-order optimal builds. On the other hand, GURPS Supers could handle the less absurd superheroes, and it produced many interesting original characters of its own.

So, rather than steam-rolling each other optimal builds tend to probe for a weakness in their opponent while minimizing their own weaknesses. You may find the multiple tiers of the Cosmic enhancement useful as it lets you give players more potent powers without giving up your trump card.

GURPS Supers

This was fixed in the second edition, so that powers could be bought individually. This extends that “sweet spot” almost indefinitely as both sides increase their flexibility and defensive coverage.

Which serves to keep the seal from getting into a fight with our Super-Accountant.

The s editions had their own original settingdetailed in Gurps IST International Super Teams which featured an Alternate Universe where the United Nations effectively rules the world and uses superhero teams to keep the peace. You don’t have to rewrite your campaign to include the characters from Mixed Doublesnor are these characters designed to be used once and then ignored for the rest of the campaign.

I love Gurps, and I love the detail and options it provides. Don’t give players access to the highest levels of cosmic advantages or the cosmic source. There were several Sourcebooks put out for the game, the most famous being an adaptation of the Wild Cards superhero novels.


GURPS Super Scum

If you want to run a campaign that is synonymous with the X-men you’d be looking at pts. I’ve been wondering this as well. With the 4th Edition version, even cosmic-level heroes can now be reproduced, though most of the work for that was done in GURPS Powers.

Combat Reflexes, High Pain Threshold, Ambidexterity are all so cheap that everyone can have them with little in the way of impact on their point budget. Even the designer of the game has said that points are just approximations and even then they really aren’t very good at equivalency because some aspects of a system design are always going to be more advantageous in a situation than another. Cops and Lawyers provides insight into how the law intersects with amazing abilities, and a super-max prison for super-criminals!

This helps keep play moving. Some custom powers are ridiculously difficult to combat. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system. Static, Neutralize and Affliction negated Advantage are good ways to keep your bosses alive.

grps Hero makes the mistake of assumption. Fondly-remembered World War II heroes and hated wartime villains? The first edition was criticized because it arranged superpowers in sets called “Power Groups” which players felt limited their gyrps creation choices. GURPS is relatively low powered in that regard, though I’m not sure where the best power band is yet – I’ve not played since 3e was fairly new, and only recently started to collect the books again for 4e.

That’s not to say it’s stodgy; a typical chapter is titled “Unnatural Multiple Limbs from Another World. In a combat situation the seal would kill the accountant ten times out of ten.

Players take longer to decide on their actions when they have many powers and the combat is longer when they can super dodge, etc.