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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Another problem the books had was the artwork; it was crude and uncolored, except on the covers.
When roleplaying games appeared, supers quickly became one of their most popular genres — and one of the most challenging to do right. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. These are linked pairs — hero-hero, 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.
Retrieved from ” https: The supers are here! Again, the latest version has mostly better art, though still uncolored. The supplement offers additional rules and options for characters with superpowers. Sean Punch pages.
International Super Teams — Join the U. From Wikipedia, the free encyclopedia.
The 20th century gave birth to a new genre of fiction: The rules book included advice on creating superhero campaigns, and ways for the game master to customize the style of the campaign. Here are complete character descriptions for 46 new supers: Sean Punch black-and-white pages, softcover. Chinese Gurpe Powers is a flavorful example of using powers to represent impossible magical arts.
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The complete bibliography is online, with links to every referenced book, movie, etc. Men and women with strange powers protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. Four adventures give you a mind-boggling ride from the depths of the oceans to the far corners of the galaxy.
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.
Meltdown and Fallout lets you add radioactive excitement and danger to your gurp campaign. 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. Focused on drama and characterization, it provides: Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of gjrps other game lines.
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.
Players can choose from several different basic types of superhero characters that influence how the character’s powers are selected. 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. Every description includes methods of working the characters into an ongoing campaign, with emphasis on both super-careers and secret identities.
Heroes who flaunt the law and villians with consciences? Cops and Lawyers provides insight into how the law intersects with amazing abilities, and a super-max prison for super-criminals! Deathwish — A rock-and-roll supers adventure! This page was last edited on 12 Aprilat School of Hard Knocks — You thought your high school was tough. What sort of metahumans inhabit a super-powered campaign?
The first edition was criticized because it arranged superpowers in sets called “Power Groups” which players felt limited their character creation choices. The 21st century edition handles powers and abilities completely differently again, in line with the significant guprs in the core GURPS rules.
On the other hand, GURPS Supers could handle the less absurd superheroes, and it produced many interesting original characters of its own. Mixed Doubles — Pair off with nearly fifty new characters! Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. 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 grups thousands of character points or their powers were too expansive and there shpers no exact equivalents for them though these were problems faced by most superhero RPGs of the time.