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 Powers covers all of the mechanics from this book, though it doesn’t include the setting information. School of Hard Knocks — You thought your high school was tough. Costumed crusaders fighting against the forces of evil.

Heroes who flaunt the law and villians with consciences? International Super Teams — Join the U. You don’t have to rewrite your campaign to include the characters from Mixed Supwrsnor are these characters designed to be used once and then ignored for the rest of the campaign.

The complete bibliography is online, with links to every referenced book, movie, etc.

GURPS Supers | GURPS Wiki | FANDOM powered by Wikia

Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. 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.

Pages using deprecated image syntax. The supplement offers additional rules and options for characters with superpowers. The 20th century gave birth to a new genre of fiction: The characters range in power from to points and include detailed power variations from to points. Deathwish — A rock-and-roll supers adventure!


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.

This was fixed in the second edition, so that powers could be bought individually.

The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used dupers any game system.

On the other hand, GURPS Supers could handle the less absurd superheroes, and it produced many interesting original characters of its own. There were several Sourcebooks put out for the game, the most famous being an adaptation of the Wild Cards superhero novels.

Already converted to Fourth Edition? Super Scum — When it comes to being good at being bad, here are the metavillians that wrote supees book!

GURPS Supers

Power Groups were retained as an optional system. GURPS Supers lets you create real heroes and grups villains, each fully defined in both power and personality — not just combat monsters. Chinese Elemental Powers is a flavorful example of using powers to represent impossible magical arts. These are linked pairs — hero-hero, hero-villain, villain-villain — with care taken to make supefs member of a pair interesting enough to use individually, and each pair complex enough to provide more than one encounter’s worth of use.

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Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! Players can choose from several different basic types of suprrs characters that influence how the character’s powers are selected. Every description includes methods of working the characters into an ongoing campaign, with emphasis on both super-careers and secret identities.


Cops and Lawyers provides insight into how the law intersects with amazing abilities, and a super-max prison for super-criminals! Preview of the PDF.

Sean Punch pages. The supers are here! Here are complete character descriptions for 46 new supers: Focused on drama and characterization, it provides: Views Read Edit View history.

Privacy Policy Contact Us. Surf our site for the files you want. This page was last edited on 12 Aprilat Sean Punch pages. 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 gur;s faced by most superhero RPGs of the time.

The first edition was published in When roleplaying games appeared, supers quickly became one of their most popular genres — superw one of the most challenging to do right. The rules book included advice on creating superhero campaigns, and ways for the game master to customize the style of the campaign.

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