[01-7998] Supers.pdf

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e23Supers.qxd
Written by WILLIAM H. STODDARD Edited by ANDY VETROMILE
Cover Art by DAVID DORMAN and JOHN ZELEZNIK
Illustrated by JOHN HARTWELL, GREG HYLAND, GREG KIRKPATRICK,
and DOUG SHULER
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-0302
®
Version 1.0 – July 27, 2007
295410359.003.png
C ONTENTS
Families . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Best Friends . . . . . . . . . . . . . . . . . . . . . . . . 67
Love Interests . . . . . . . . . . . . . . . . . . . . . . . 68
Point Values for Dependents
and Allies. . . . . . . . . . . . . . . . . . . . . . . . 68
A RCHENEMIES AND R OGUES ’ G ALLERIES . . . 69
The Schemer . . . . . . . . . . . . . . . . . . . . . . . . 69
New Enemies . . . . . . . . . . . . . . . . . . . . . . . . 69
The Antithesis . . . . . . . . . . . . . . . . . . . . . . . 70
The Dark Mirror . . . . . . . . . . . . . . . . . . . . . 70
The Double Agent. . . . . . . . . . . . . . . . . . . . 70
The Good Conspiracy . . . . . . . . . . . . . . . . . 70
The Nuisance . . . . . . . . . . . . . . . . . . . . . . . 71
Villain Team-Ups . . . . . . . . . . . . . . . . . . . . 71
The Rogues’ Gallery . . . . . . . . . . . . . . . . . . 71
E NTANGLED R ELATIONSHIPS . . . . . . . . . . . . . . 72
Watchers and Rivals . . . . . . . . . . . . . . . . . . 72
I NTRODUCTION . . . . . . . . . . . . . . . . . . . . . 4
Racial Templates . . . . . . . . . . . . . . . . . . . . 22
High Attributes . . . . . . . . . . . . . . . . . . . . . . 23
Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Technology . . . . . . . . . . . . . . . . . . . . . . . . . 23
Attributes and Skill Defaults . . . . . . . . . . . . 23
S TRENGTH AND S UPER -S TRENGTH . . . . . . . . 24
Under the Hood: The Cost of
Super-Strength . . . . . . . . . . . . . . . . . . . . 24
A DVANTAGES , D ISADVANTAGES ,
AND S KILLS . . . . . . . . . . . . . . . . . . . . . . . 25
Advantages . . . . . . . . . . . . . . . . . . . . . . . . . 25
Itching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Modular Abilities and Modifiers . . . . . . . . . 27
New Advantages . . . . . . . . . . . . . . . . . . . . . 30
Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Disadvantages . . . . . . . . . . . . . . . . . . . . . . . 31
New Disadvantage . . . . . . . . . . . . . . . . . . . 33
Quirks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
New Limitations . . . . . . . . . . . . . . . . . . . . . 33
Meta-Trait . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Power Modifiers . . . . . . . . . . . . . . . . . . . . . . 34
Skills and Super-Strength . . . . . . . . . . . . . . 35
Wildcard Skills . . . . . . . . . . . . . . . . . . . . . . 36
Techniques . . . . . . . . . . . . . . . . . . . . . . . . . 38
N EW P OWERS . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Animal Function. . . . . . . . . . . . . . . . . . . . . 39
Elasticity . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Phasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Plant Function . . . . . . . . . . . . . . . . . . . . . . 40
Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
T EMPLATES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Wildcard Powers . . . . . . . . . . . . . . . . . . . . . 41
Sleight of Hand Magic . . . . . . . . . . . . . . . . . 54
Enchanted Items as Signature Gear . . . . . 55
A TTACK A BILITIES . . . . . . . . . . . . . . . . . . . . . . . 58
M OTIVATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
D UAL I DENTITIES . . . . . . . . . . . . . . . . . . . . . . . 62
Your Own Worst Enemy . . . . . . . . . . . . . . . 62
1. L ARGER THAN L IFE . . . . . . . . . . . . . . 5
S OURCES AND I NSPIRATIONS . . . . . . . . . . . . . . . 5
Masked Avengers . . . . . . . . . . . . . . . . . . . . . 5
Superhumans . . . . . . . . . . . . . . . . . . . . . . . . 6
Prodigies of Science . . . . . . . . . . . . . . . . . . . 6
Lost Races . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Extraterrestrials . . . . . . . . . . . . . . . . . . . . . . 6
H ISTORY OF THE G ENRE . . . . . . . . . . . . . . . . . . 7
The Originals. . . . . . . . . . . . . . . . . . . . . . . . . 7
The Golden Age . . . . . . . . . . . . . . . . . . . . . . 7
The Silver Age . . . . . . . . . . . . . . . . . . . . . . . . 7
The Comics Code . . . . . . . . . . . . . . . . . . . . . . 7
Darker Colors . . . . . . . . . . . . . . . . . . . . . . . . 8
New Media . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Retro Style. . . . . . . . . . . . . . . . . . . . . . . . . . . 8
T HE F ORMULA . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Secret Identity. . . . . . . . . . . . . . . . . . . . . . . . 9
Code Name . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Costume. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Powers and Abilities. . . . . . . . . . . . . . . . . . 10
Origin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Alternative Naming Styles . . . . . . . . . . . . . . 10
The Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
V ARIANTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Other Settings . . . . . . . . . . . . . . . . . . . . . . . 11
Darker Heroes. . . . . . . . . . . . . . . . . . . . . . . 11
The Achilles’ Heel . . . . . . . . . . . . . . . . . . . . . 11
Limited Powers. . . . . . . . . . . . . . . . . . . . . . 12
Single-Source Powers . . . . . . . . . . . . . . . . 12
Heroes without Personae . . . . . . . . . . . . . 12
Supers . . . but Not Super Heroes. . . . . . . 12
Crossover . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
C AMPAIGNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Genre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Breaking the World . . . . . . . . . . . . . . . . . . . 16
4. S ETS AND P ROPS . . . . . . . . . . . . . . . . 73
Tools of the Trade . . . . . . . . . . . . . . . . . . . . 73
Trademarks . . . . . . . . . . . . . . . . . . . . . . . . . 74
One Use Only . . . . . . . . . . . . . . . . . . . . . . . 74
Hybrid Equipment . . . . . . . . . . . . . . . . . . . 74
Unusual Background and Equipment . . . . 75
B REAKABILITY . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Taking Cover . . . . . . . . . . . . . . . . . . . . . . . . 76
E QUIPMENT AND E XTRA E FFORT . . . . . . . . . . 76
C OSTUMES AND A RMOR . . . . . . . . . . . . . . . . . . 77
Disguises . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Adaptable Clothing. . . . . . . . . . . . . . . . . . . 77
Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Acquiring a Costume . . . . . . . . . . . . . . . . . . 77
Exoskeleta . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
P ERSONAL G EAR . . . . . . . . . . . . . . . . . . . . . . . . 79
Sensors and Computers. . . . . . . . . . . . . . . 79
Communications . . . . . . . . . . . . . . . . . . . . 80
Stealth and Intrusion . . . . . . . . . . . . . . . . . 80
Medical Gear. . . . . . . . . . . . . . . . . . . . . . . . 80
Gizmos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
W EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Consumable Signature Gear . . . . . . . . . . . . 81
Gun Control . . . . . . . . . . . . . . . . . . . . . . . . 82
Weapons as Gizmos . . . . . . . . . . . . . . . . . . 82
U NIQUE E QUIPMENT . . . . . . . . . . . . . . . . . . . . 82
T RANSPORTATION . . . . . . . . . . . . . . . . . . . . . . . 83
Personal Gear . . . . . . . . . . . . . . . . . . . . . . . 83
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Swinging . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Rider-Powered Vehicles . . . . . . . . . . . . . . . 85
Portals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
H EADQUARTERS . . . . . . . . . . . . . . . . . . . . . . . . 85
Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Apparatus . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Access. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Concealment . . . . . . . . . . . . . . . . . . . . . . . . 87
Structure and Fortifications . . . . . . . . . . . 88
P ETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
S ERVANTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
M AGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Enchanted Items . . . . . . . . . . . . . . . . . . . . 89
2. H EROES . . . . . . . . . . . . . . . . . . . . . . . . 18
P OWER L EVELS . . . . . . . . . . . . . . . . . . . . . . . . . 18
O RGANIZATION . . . . . . . . . . . . . . . . . . . . . . . . . 19
Solo Hero . . . . . . . . . . . . . . . . . . . . . . . . . . 19
League . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Full-Time Team. . . . . . . . . . . . . . . . . . . . . . 20
Legion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Non-Teams . . . . . . . . . . . . . . . . . . . . . . . . . 20
O RIGINS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Family . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Community . . . . . . . . . . . . . . . . . . . . . . . . . 21
E LEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Passive Abilities . . . . . . . . . . . . . . . . . . . . . 22
Wild Advantages and Disadvantages . . . . 22
3. S UPPORTING C ASTS . . . . . . . . . . . . . . 63
T EAMMATES AND T EAM O RGANIZATION . . . . 64
Extra Team Members. . . . . . . . . . . . . . . . . 64
Team Relationships . . . . . . . . . . . . . . . . . . 64
Teams as Resources . . . . . . . . . . . . . . . . . . 64
Teammates as Allies . . . . . . . . . . . . . . . . . . 64
T RUSTED A SSISTANTS . . . . . . . . . . . . . . . . . . . . 65
Under the Hood: Multiple
Appearance Rolls . . . . . . . . . . . . . . . . . . 65
S IDEKICKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
M ENTORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Wildcard Skills for Supporting Cast . . . . . . 66
P ERSONAL R ELATIONSHIPS . . . . . . . . . . . . . . . 67
GURPS System Design
STEVE JACKSON
Production Artist
ALEX FERNANDEZ
GURPS Line Editor
SEAN PUNCH
SHELLI GALEY
and MONICA STEPHENS
Marketing Director
Print Buyers
Indexer
THOMAS WEIGEL
PHIL REED and JUSTIN DE WITT
Managing Editor
PAUL CHAPMAN
PHIL REED
Sales Manager
ROSS JEPSON
Production Manager
MONICA STEPHENS
Errata Coordinator
ANDY VETROMILE
Art Direction
WILL SCHOONOVER
GURPS FAQ MAINTAINER
STÉPHANE THÉRIAULT
Lead Playtester: Jeff Wilson
Playtesters: Frederick Brackin (The Tinker), Jim Cambias (Doctor Thoth), Peter V. Dell'Orto (Martial Arts Guy), Scott Michael Harris (The Pontificator), Martin Heidemann (Pomphis), Steve Kenson
(Mastermind), Jason Levine (Reverend Pee Kitty), Patrick Ley (Hexslinger), Christian Maillefaud (Cosmic Catman), Phil Masters, Brian Rogers (Agent of THEM), and Emily Smirle (Gal Dynamo)
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid , Supers , e23 , and the names of all products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Supers is
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C ONTENTS
2
Page Design
295410359.004.png
Alchemical Preparations . . . . . . . . . . . . . . 90
Divine Gifts . . . . . . . . . . . . . . . . . . . . . . . . . 90
Spell Research . . . . . . . . . . . . . . . . . . . . . . 90
Did You See That? . . . . . . . . . . . . . . . . . . 106
The Mechanical Hierarchy . . . . . . . . . . . . 106
No Evil Shall Escape My Sight. . . . . . . . 107
Reading the Hearts of Men . . . . . . . . . . . 108
Looking Forward . . . . . . . . . . . . . . . . . . . 108
How Not to Be Seen . . . . . . . . . . . . . . . . 109
M ASTERING THE M IND . . . . . . . . . . . . . . . . . 109
Hiding Your Thoughts . . . . . . . . . . . . . . . 109
Concealed Entry . . . . . . . . . . . . . . . . . . . . 110
Influencing Other Minds . . . . . . . . . . . . . 110
C OMIC -B OOK W IZARDRY . . . . . . . . . . . . . . . . 110
I NVENTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Sabotage . . . . . . . . . . . . . . . . . . . . . . . . . . 111
V ERSATILITY . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Modular Abilities and Skills . . . . . . . . . . 112
A MAZING J OURNEYS . . . . . . . . . . . . . . . . . . . . 112
B EYOND THE L IMITS . . . . . . . . . . . . . . . . . . . 112
One-Use Powers . . . . . . . . . . . . . . . . . . . . 112
Latent Powers . . . . . . . . . . . . . . . . . . . . . . 113
Godlike Strength . . . . . . . . . . . . . . . . . . . . 113
S PENDING C HARACTER
P OINTS ON F EATS . . . . . . . . . . . . . . . . . 114
S PEED AND M ANEUVERABILITY . . . . . . . . . . 126
C OMBAT T ELEPORTATION . . . . . . . . . . . . . . . . 126
D UEL OF THE M IND . . . . . . . . . . . . . . . . . . . . 126
Mental Grappling . . . . . . . . . . . . . . . . . . . 126
Psychic Duels . . . . . . . . . . . . . . . . . . . . . . 127
Mental Crippling and Killing . . . . . . . . . 127
5. A LL -N EW A DVENTURES . . . . . . . . . 91
O N P ATROL . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Encounter . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
P IECES OF THE P UZZLE . . . . . . . . . . . . . . . . . . 92
First Encounter. . . . . . . . . . . . . . . . . . . . . . 92
Exposition . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Complications . . . . . . . . . . . . . . . . . . . . . . . 93
The Final Confrontation . . . . . . . . . . . . . . 93
Deathtraps . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Resolution . . . . . . . . . . . . . . . . . . . . . . . . . . 94
A LTERNATE A DVENTURES . . . . . . . . . . . . . . . . 94
Catastrophes . . . . . . . . . . . . . . . . . . . . . . . . 94
Detective Stories . . . . . . . . . . . . . . . . . . . . . 94
Elsewhere or Elsewhen . . . . . . . . . . . . . . . 94
Helping Hand . . . . . . . . . . . . . . . . . . . . . . . 95
Invasions . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Mob Scenes . . . . . . . . . . . . . . . . . . . . . . . . . 95
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Oppression and Rebellion . . . . . . . . . . . . . 96
Other Lives . . . . . . . . . . . . . . . . . . . . . . . . . 96
Time Off. . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
A DVENTURE S EEDS . . . . . . . . . . . . . . . . . . . . . 97
Character Conflict . . . . . . . . . . . . . . . . . . . . 97
8. U NIVERSES . . . . . . . . . . . . . . . . . . . . . 128
O NE P REMISE OR M ANY ? . . . . . . . . . . . . . . . 129
One Origin, One Place . . . . . . . . . . . . . . . 129
One Origin, Many Places. . . . . . . . . . . . . 129
Jane’s All the World’s Superhumans . . . . . 129
Many Origins . . . . . . . . . . . . . . . . . . . . . . 130
T HE B EGINNING . . . . . . . . . . . . . . . . . . . . . . . 130
N UMBERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Overall Numbers . . . . . . . . . . . . . . . . . . . 131
First-Person Super . . . . . . . . . . . . . . . . . . . 131
Regional Distributions. . . . . . . . . . . . . . . 132
Example . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Top Twelve Rankings . . . . . . . . . . . . . . . . . 132
Local Heroes . . . . . . . . . . . . . . . . . . . . . . . 133
C AREERS AND H ISTORIES . . . . . . . . . . . . . . . 133
Individual Career Length. . . . . . . . . . . . . 133
Historical Trends . . . . . . . . . . . . . . . . . . . 134
Retrospective. . . . . . . . . . . . . . . . . . . . . . . 134
R OLES OF S UPERS . . . . . . . . . . . . . . . . . . . . . 135
Villains . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Mercenaries. . . . . . . . . . . . . . . . . . . . . . . . 136
Supers in the Workforce . . . . . . . . . . . . . 136
Supers in Private Life . . . . . . . . . . . . . . . 136
H ISTORICAL I MPACT . . . . . . . . . . . . . . . . . . . . 137
Heroes and the Law . . . . . . . . . . . . . . . . . 138
Varied Power Levels . . . . . . . . . . . . . . . . . . 138
C ULTURAL I NFLUENCE . . . . . . . . . . . . . . . . . . 139
Popular Culture . . . . . . . . . . . . . . . . . . . . 139
National Symbols . . . . . . . . . . . . . . . . . . . 140
Science. . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Self-Awareness . . . . . . . . . . . . . . . . . . . . . 141
W IDER H ORIZONS . . . . . . . . . . . . . . . . . . . . . 141
Advanced Technology . . . . . . . . . . . . . . . 141
Alien Races . . . . . . . . . . . . . . . . . . . . . . . . 142
Lost Races and Hidden Realms . . . . . . . 142
Microworlds . . . . . . . . . . . . . . . . . . . . . . . 142
Other Dimensions and
Supernatural Beings . . . . . . . . . . . . . 142
Parallel Worlds . . . . . . . . . . . . . . . . . . . . . 143
Time Travel . . . . . . . . . . . . . . . . . . . . . . . . 144
C AMPAIGN S EEDS . . . . . . . . . . . . . . . . . . . . . . 144
Prior Art: Supers Settings in GURPS . . . 145
7. C LASHES OF T ITANS . . . . . . . . . . . . 115
F OUR -C OLOR C OMBAT . . . . . . . . . . . . . . . . . . 116
Rules for Cinematic Campaigns . . . . . . . 116
Rules for Four-Color Campaigns . . . . . . 116
Rules for Silly Campaigns . . . . . . . . . . . . 117
A M ATTER OF L IFE AND D EATH . . . . . . . . . . 117
Hard to Kill . . . . . . . . . . . . . . . . . . . . . . . . 117
Flesh Wounds . . . . . . . . . . . . . . . . . . . . . . 117
Four-Color Damage . . . . . . . . . . . . . . . . . 117
No One Dies . . . . . . . . . . . . . . . . . . . . . . . 118
A World without Death? . . . . . . . . . . . . . 118
M ASTER AGAINST M ASTER . . . . . . . . . . . . . . 118
O NE -M AN A RMIES . . . . . . . . . . . . . . . . . . . . . 118
M IGHTY B LOWS . . . . . . . . . . . . . . . . . . . . . . . 119
Big Weapons . . . . . . . . . . . . . . . . . . . . . . . 119
Improvised Weapons . . . . . . . . . . . . . . . . 120
Throwing . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Bodies Flying . . . . . . . . . . . . . . . . . . . . . . 121
Under the Hood: ST Requirements . . . . . 121
H UMAN A RTILLERY . . . . . . . . . . . . . . . . . . . . . 122
B ULLETPROOF . . . . . . . . . . . . . . . . . . . . . . . . . 122
Parrying Bullets . . . . . . . . . . . . . . . . . . . . 122
Damage Reduction. . . . . . . . . . . . . . . . . . 122
Unkillable . . . . . . . . . . . . . . . . . . . . . . . . . 123
M AN VERSUS M ACHINE . . . . . . . . . . . . . . . . . 123
Fists of Steel . . . . . . . . . . . . . . . . . . . . . . . 123
Lifting and Grappling . . . . . . . . . . . . . . . 124
Collisions . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Benchmarks . . . . . . . . . . . . . . . . . . . . . . . . 124
Huge Targets . . . . . . . . . . . . . . . . . . . . . . . 125
The Fragile World. . . . . . . . . . . . . . . . . . . 125
Cosmic Scale Damage . . . . . . . . . . . . . . . . 125
6. A MAZING F EATS . . . . . . . . . . . . . . . . . . 99
F OUR -C OLOR R OLEPLAYING . . . . . . . . . . . . . . 99
Rules for Cinematic Campaigns . . . . . . . 100
Rules for Four-Color Campaigns . . . . . . 100
Rules for Silly Campaigns . . . . . . . . . . . . 100
R AW S TRENGTH . . . . . . . . . . . . . . . . . . . . . . . 101
Lifting Enormous Weights . . . . . . . . . . . 101
Bending Steel Bars. . . . . . . . . . . . . . . . . . 101
A MAZING S PEED . . . . . . . . . . . . . . . . . . . . . . . 102
Travel Speed . . . . . . . . . . . . . . . . . . . . . . . 102
Maneuvering . . . . . . . . . . . . . . . . . . . . . . . 102
Under the Hood: Maximum
Travel Times . . . . . . . . . . . . . . . . . . . . . 102
Time and Work . . . . . . . . . . . . . . . . . . . . . 103
I NDESTRUCTIBILITY . . . . . . . . . . . . . . . . . . . . . 103
Corrosion. . . . . . . . . . . . . . . . . . . . . . . . . . 103
Optional Rules: Speed Talent
and Skill Bonuses . . . . . . . . . . . . . . . . 103
Decompression . . . . . . . . . . . . . . . . . . . . . 104
Electric Shock. . . . . . . . . . . . . . . . . . . . . . 104
Heat and Cold. . . . . . . . . . . . . . . . . . . . . . 104
Immersion. . . . . . . . . . . . . . . . . . . . . . . . . 104
R ULING THE E LEMENTS . . . . . . . . . . . . . . . . 104
Chemical Changes . . . . . . . . . . . . . . . . . . 105
Friction . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Machines . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Pressure . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
P ERCEPTION AND M EMORY . . . . . . . . . . . . . . 106
S UPER -A BILITIES TABLE . . . . . . . . . . . . 146
B IBLIOGRAPHY. . . . . . . . . . . . . . . . . . . . 147
I NDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
About GURPS
Steve Jackson Games is committed to full support of GURPS players.
Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include
a self-addressed, stamped envelope (SASE) any time you write us! We can
also be reached by e-mail: info@sjgames.com . Resources include:
Pyramid ( www.sjgames.com/pyramid ). Our online magazine includes
new GURPS rules and articles. It also covers the d20 system , Ars Magica,
BESM, Call of Cthulhu, and many more top games – and other Steve
Jackson Games releases like Illuminati, Car Wars, Transhuman Space,
and more. Pyramid subscribers also get opportunities to playtest new
GURPS books!
New supplements and adventures. GURPS continues to
grow, and we’ll be happy to let you know what’s new. For
a current catalog, send us a legal-sized SASE, or just visit www.ware-
house23.com .
e23. Our e-publishing division offers GURPS adventures, play aids, and
support not available anywhere else! Just head over to e23.sjgames.com .
Errata. Everyone makes mistakes, including us – but we
do our best to fix our errors. Up-to-date errata sheets for
all GURPS releases, including this book, are available on our website – see
below.
Internet. Visit us on the World Wide Web at www.sjgames.com for errata,
updates, Q&A, and much more. To discuss GURPS with SJ Games staff and
fellow gamers, come to our forums at forums.sjgames.com . The GURPS
Supers web page can be found at www.sjgames.com/gurps/books/supers .
Bibliographies. Many of our books have extensive bibliographies, and
we’re putting them online – with links to let you buy the books that interest
you! Go to the book’s web page and look for the “Bibliography” link.
Rules and statistics in this book are specifically for the GURPS Basic
Set, Fourth Edition. Page references that begin with B refer to that book, not
this one.
C ONTENTS
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I NTRODUCTION
The publication of GURPS Powers gave GURPS players a
powerful new set of tools for describing the abilities of supers
in game terms. With its help, almost any power from the
comics can be defined and balanced against other abilities.
But there’s more to supers than powers. Their adventures
are an entire genre, with its own themes and conventions.
Stories whose characters are as powerful as comic-book
heroes, but don’t follow those conventions, are better classified
as science fiction, fantasy, or horror. And there have been many
comic book heroes with no powers at all.
GURPS Supers is a guide to the supers genre . That is, it’s
not about powers or mechanics; it’s about stories, characters,
and worlds. Building on the material in GURPS Powers , it
shows how to use that book to run a campaign that feels like
stories about supers.
Not that it’s devoid of mechanics. Players who love game
mechanics will find some here, especially in chapters 6 and 7.
But the emphasis isn’t on mechanics for their own sake; it’s on
making the mechanics serve the needs of the genre.
Other chapters talk about the genre in its own right, and
about translating it from comic books to roleplaying sessions –
without sacrificing the essence of the super adventure: the
reader’s sense of wonder, and the characters that embody it.
Chapter 1 of this book reviews the history of the genre and
examines its key features. Chapters 2-4 look at the heroes
themselves; their supporting casts; and their equipment, cos-
tumes, vehicles, and bases. Chapter 5 examines the typical
plots of comic book adventures and shows how to make them
work in a game. Chapters 6 and 7 provide game mechanics for
superhuman action. And Chapter 8 discusses the construction
of supers universes as campaign settings.
Blankenship’s exploration of the political realities of a world
with active superhumans, built on further by Robert M.
Schroeck in GURPS IST , was a stimulus to the discussion of
campaign settings in this book’s Chapter 8.
A BOUT THE A UTHOR
William H. Stoddard acquired an early enthusiasm for
reading and the English language, partly with the help of Silver
Age comic books. This eventually led him into a career as a
developmental editor, specializing in scientific and scholarly
materials. He discovered roleplaying games in time to play
Superhero 2044 and Villains and Vigilantes when they first
came out; he currently plays in two campaigns, runs three, and
writes game books, including the Origins Award winning
GURPS Steampunk and his most recent book, GURPS
Fantasy . All this gives him more reasons for indulging in his
other favorite hobby, research. The supers genre is still one of
his favorites. He lives in San Diego, California, with his girl-
friend of twenty-plus years, in an apartment that holds one
computer, two cats, and far too many books – despite which he
still visits two libraries as often as he can. Don’t even ask about
the garage!
P UBLICATION H ISTORY
GURPS Supers has had two previous editions, both
designed for use with GURPS Basic Set , Third Edition . The
first edition introduced game mechanics for a wide array of
superhuman abilities, many of which were grouped into “pow-
ers,” though not in the same way as the current rules. Nearly
all of this material has been incorporated into GURPS Basic
Set , Fourth Edition and GURPS Powers , most in substantially
revised versions. So have the gadgeteering rules. In addition,
the first edition provided rules for super combat and feats,
advice on running a supers campaign, and a “worked example”
campaign world, the setting of the International Super Teams
(IST). The second edition did away with “powers” as groups of
abilities and added more depth to the other content.
All of this material was inspirational for this volume, but
almost none of it was specifically incorporated into it. This is
partly because the mechanical aspects have already been incor-
porated into the core GURPS rules, producing a more smooth-
ly integrated system – rather than laying the same foundation,
this book focuses on customizing that system to the needs of
the four-color genre and a specific campaign world. And it’s
partly because this book does not provide a setting for a supers
campaign, so there is no IST material here. However, Loyd
T HANKS
The author is grateful to Eben Brooks, game master of the
Metahuman Vector campaign, for giving him a chance to play
GURPS Supers under his own rules (as “La Gata Encantada”),
and to his fellow players, Allison Lonsdale (“Bulletproof”),
Doug Poston (“Doctor Lock”), Tim Sallume (“Gravitas”), and
Dave Thun (“Shrike”), for helping to make it entertaining.
I NTRODUCTION
4
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L ARGER
THAN L IFE
The corridors of the temple were dark, especially here below
the ground. The Scarab moved cautiously, not wanting to stum-
ble over anything. Drawing attention to himself would be a bad
idea; this part of the building was off-limits to the public, even
during the daytime. The devotees might be eccentric, but many of
them were wealthy; the police would side with them against a
masked intruder. But his questions were too urgent for him to be
bound by legalities.
There, up ahead, was a source of light: a single fixture mount-
ed above an alcove. Shielding his eyes, he peered into the shad-
owed space below and made out a door, and a still figure – a stat-
ue? no, it was moving now – a man, standing guard.
As it stepped out into the light, the air seemed to shimmer as
if his vision had blurred. Then there were three figures, not one,
all clad alike, and each holding two knives. They came down the
corridor toward him; there must have been enough light for them
to see him.
He briefly considered whether it would be better to retreat –
but any room guarded by a sorcerer would surely yield important
information. And if he left, he couldn’t hope for another chance,
after putting them on guard. He raised his staff. At least in this
narrow corridor it would be hard for them to get behind him.
Two of them moved ahead of the third. He struck one with his
staff, but felt no resistance. Were these glamours of some kind,
then? But the one at his left slashed at his arm, and he felt the
impact as the blade glanced off the metal bands of his armor. His
counterstrike passed through that one’s knife hand, instead of
breaking its grip; the three figures’ movements interwove in com-
plex patterns, like a dance with changing partners.
The three figures spoke, in unison, in a carrying whisper.” We
are Legion. You cannot defeat us.”
He fell back into a defensive stance for a moment, to give him-
self time to observe. Listening carefully, he could tell that one of
the three figures was breathing audibly, and he could feel the
vibrations of its footfalls on the wooden floor. The other two had
no such physicality. Having found his true target he struck out,
and as his staff slammed against its head the two creatures of
goetia shimmered and faded away. He pressed forward against
his dazed opponent, batting the knife from his left hand. An
instant later he parried the right-hand knife, and then jabbed his
foe’s torso, knocking him to the floor. One final blow and the sor-
cerer was unconscious.
Now to see if he could get through the door. But he didn’t have
much time to investigate . . .
Supers adventures, as a genre, came into being in 1938 with
the first appearance of Superman in Action Comics . Every ele-
ment of the story had precursors in earlier fiction, but the com-
bination was new – and wildly successful. It was quickly imi-
tated, as publishers rushed other titles into print. Over the fol-
lowing decades supers dominated American comics, and
branched out into other media: film and television, novels and
short stories, and roleplaying games. Games about supers are
one of the more popular genres, and the ability to handle them
smoothly is widely regarded as one of the most demanding
tests of a game system’s flexibility.
Supers aren’t science fiction, though many have science-
fictional origins and adventures. They aren’t fantasy, though
some cast spells, or wield magic weapons, or face magically
talented foes. They aren’t detectives, though most of their mis-
sions involve fighting crime. Supers adventures are set in a
world where all these types of material can coexist; where an
alien with strange powers, a brilliant inventor, a spellcaster,
and a detective who’s good at punching out his foes can team
up to save the world. Most genres try to limit their wonders
and marvels, tracing them all back to one fantastic premise;
supers adventure usually piles them up, creating a world of
open-ended possibilities. If the GM wants to run a campaign in
such a world, this book shows him how.
S OURCES AND I NSPIRATIONS
Several literary elements went into the creation of the first
supers. All of them were changed in the process. Characters in
such campaigns can still find inspiration in the older concepts.
Some operated in historical settings, such as the Scarlet
Pimpernel (published 1905), the Scarecrow of Romney Marsh
(published 1915), Zorro (published 1919), and the Lone Ranger
(aired 1933); others were present-day adventurers, such as the
Shadow (published 1931 after earlier radio appearances) and
the Green Hornet (aired 1936). In an early example of shared
continuity (see p. 7), the Green Hornet was the Lone Ranger’s
nephew.
M ASKED A VENGERS
Earlier 20th-century fiction featured many heroes who
fought crime or oppression in disguise and under pseudonyms.
L ARGER THAN L IFE
5
C HAPTER O NE
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