GURPS SUPERS PDF

The first edition was criticized because it arranged superpowers in sets called "Power Groups" which players felt limited their character creation choices. This was fixed in the second edition, so that powers could be bought individually. Power Groups were retained as an optional system. The 21st century edition handles powers and abilities completely differently again, in line with the significant changes in the core GURPS rules. 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. On the other hand, GURPS Supers could handle the less absurd superheroes, and it produced many interesting original characters of its own.

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The first edition was published in 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. The supplement offers additional rules and options for characters with superpowers. Players can choose from several different basic types of superhero characters that influence how the character's powers are selected.

The rules book included advice on creating superhero campaigns, and ways for the game master to customize the style of the campaign. The first edition had groupings of character powers that were not used in the second edition. That's not to say it's stodgy; a typical chapter is titled "Unnatural Multiple Limbs from Another World.

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The first edition was published in 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. The supplement offers additional rules and options for characters with superpowers. Players can choose from several different basic types of superhero characters that influence how the character's powers are selected. 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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