GURPS Supers is the Generic Universal Role Playing System’s superhero expansion. Two editions were published in the s as supplements for GURPS 3rd. 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 .
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GURPS Supers lets you create real heroes and real villains, each fully defined in both power and personality — not just combat monsters. Another criticism of the original books was that you couldn’t emulate the most powerful heroes from the comics such as Superman or Green Lantern su;ers either they would be too expensive to adapt costing thousands of character points or their powers were too expansive and there were no exact equivalents for them though these were problems faced by most superhero RPGs of the time.
The rules book included advice on creating superhero campaigns, and ways for the game master to customize the style of the campaign. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.
Mixed Doubles — Pair off with nearly fifty new characters! The second edition of GURPS Supers introduces system improvements to let you create superpowers the way you want to run them! The first edition had groupings of character powers that were not used in the second edition. The first edition book includes new combat rules, 24 superpowers, bionic superlimbs, gadgets and equipment, and rules for creating new powers, sample heroes and villains, and a briefly described campaign world.
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When roleplaying games appeared, supers quickly became one of their most popular genres — and grps of the most challenging to do right. School of Hard Knocks — Supefs thought your high school was tough. There were several Sourcebooks put out for the game, the most famous being an adaptation of the Wild Cards superhero novels. The first edition was published in What sort of metahumans inhabit a super-powered campaign?
Written by Spike Y.
Supertemps — Call Supertemps, the world’s only metahuman employment agency! Views Read Edit View history. Read the Designer’s Notes for free on Pyramid! Fondly-remembered World War II heroes and hated wartime villains?
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. Men sueprs women with strange powers protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. Heroes who flaunt the law and villians with consciences?
GURPS Super Scum
Chinese Elemental Powers is a flavorful example of using powers to represent impossible magical arts. 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.
These are linked pairs — gurls, hero-villain, villain-villain — with care taken to make each member of a pair interesting enough to use individually, and each pair complex enough to provide more than one encounter’s worth of use. The supers are here! The supplement offers additional rules and options for characters with superpowers.
Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. The first edition was criticized because it arranged superpowers in sets called “Power Groups” which players felt limited their supesr creation choices. Cops and Lawyers provides insight into how the law intersects with amazing abilities, and a super-max prison for super-criminals! Retrieved from ” https: The 20th century gave birth to a new genre of fiction: Every description includes methods of working the characters into an ongoing campaign, with emphasis on both super-careers and secret identities.
Focused on drama and characterization, it provides: International Super Teams — Join the U. Another problem the books had was the artwork; it was crude and uncolored, except on the covers. Surf our site for the files you want. Sean Punch pages. The descriptions include powers, skills, quirks gurpa background, including history, personality and battle tactics.
Here are complete character descriptions for 46 new supers: Surf our site for the files you want. Pages using deprecated image syntax. Written by William H. That’s not to say it’s stodgy; a typical chapter is titled “Unnatural Multiple Limbs from Another World. GURPS Powers covers all of the mechanics from this book, though it doesn’t include the setting information.
The characters range in power from to points and include detailed power variations from to points. Players can choose from several different basic types of superhero characters that influence how the character’s powers are selected. Costumed crusaders fighting against the forces of evil. The 21st century edition handles powers and abilities completely differently again, in line with the significant changes in the core GURPS rules.
Get Known if you don’t have an account. Weird Science — For fantastic and downright strange gear suitable for any super-genius — plus optional systems to create odd equipment and more rules for costumes.