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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Cops and Lawyers provides insight into how the law intersects with amazing abilities, and a super-max prison for super-criminals! 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 because 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.
From Wikipedia, the free encyclopedia. I love it but combat can bog down when super powers are concerned. 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. I love Gurps, and I love the detail and options it provides.
Submit a new link. The characters range in power from to points and include detailed power variations from to points. You can do anything with Gurps.
GURPS Supers (Tabletop Game) – TV Tropes
The simplest example of this is rock, paper scissors. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.
When roleplaying games appeared, supers quickly became one of their most popular genres — and one of the most skpers to do right. I’m not sure if it’s in GURPS or not, but I know that the Hero rules explicitly tell you that if a player wants a skill ghrps you will never need to roll for “I want him to have an encyclopedic knowledge of Scottish tartans Views Read Edit View history.
This I will say though: One way we made super level combat possible is to use a Virtual Table Top program and macros. See my super account versus navy seal. I’ve been wondering this as well. Meltdown and Fallout lets you add radioactive excitement and danger to your super-heroic campaign. The rules book included advice on creating superhero campaigns, and ways for the game master to customize the style of the campaign.
I’m going to step outside of my comfort zone and talk about a problem with point-based systems.
Source supernatural and exotic advantages. If you want to run a campaign that is synonymous with the X-men you’d be looking at pts.
Fondly-remembered World War II heroes and hated wartime villains? There’s no such thing as equivalency in any game system.
I have the 4th edition Powers, and Supers PDF and wonder if it would be better this time around – but then, my go to game for Supers is Hero, which is if anything even more fiddly than GURPS when it suoers to character creation. That’s how they determine balance.
My issue is more one of scale, I think – some powers have levels, and so they natively scale, but when you have a thousand points to spend, things like Ambidexterity and Dupers Reflexes at 5 and 15 points are a no brainer and tend to become standard features of every character. If so, what was your experience?
I know a guy who ran a game for two or more years and by su;ers end the players were about pts and still had more or less their same character focus, though with a much wider range of effect and with much greater stamina. The level of the points where you take an expansion of ability can depend on how the game advances and how the GM plays out the campaign.
There were several Sourcebooks put out for the game, the most famous being an adaptation of spers Wild Cards superhero novels. It’s also pretty easy to “break” the system at this level. The first edition was criticized because it arranged superpowers in sets called “Power Groups” which players felt limited their character creation choices. Every one of them is likely to have a “sweet spot” where the points really are balanced with one another, and outside of that spot to begin to vary a bit.
This page was last edited on 12 Eupersat Gurps is incredibly detailed in combat.
My character was made of obsidian and was essentially immune to damage.