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Old 01-12-2021, 03:08 PM   #1
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default new campaign starting: GURPS Supers

I've just gotten four people in the area where I live to sign up for a mini-campaign using GURPS. (It will be played by videoconference, but I'm hoping the day will come when I can run face to face sessions again.)

I'm using the background from my Pyramid article "Götterdämmerung," about a world where four alternate timelines have undergone reality subduction, and supers are created by the emergence of living reality shards. There aren't going to be any characters with the generic "Super" power modifier; instead characters can have any of 13 modifiers associated with different substrate realities, or the Trained modifier, which is available to people from mundane reality. I'm setting it in the 1940s, when the super people are coming home from the war and trying to fit into civilian life; it's going to be streetlevel, comparable say to the "Defenders" shows from Marvel.
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Old 01-12-2021, 04:27 PM   #2
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: new campaign starting: GURPS Supers

Sounds interesting, will you be posting more about it here? I enjoyed that article and found it very interesting, but was a bit stumped how I would go about using it.
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Old 01-12-2021, 04:29 PM   #3
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: new campaign starting: GURPS Supers

Likely enough, as it progresses.
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Old 01-12-2021, 05:53 PM   #4
Phantasm
 
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Join Date: Jun 2006
Location: On the road again...
Default Re: new campaign starting: GURPS Supers

Which power modifiers, out of curiosity? I can see Chi, Biological, Passive Biological, Mechanical, Electromechanical, Psionic, and possibly Magical in a 1940s Street Defenders setting, but not sure what else.
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
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Last edited by Phantasm; 01-12-2021 at 06:02 PM.
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Old 01-12-2021, 06:02 PM   #5
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: new campaign starting: GURPS Supers

Quote:
Originally Posted by Phantasm View Post
Which power modifiers, out of curiosity?
The full list is Alchemical, Biological, Chi, Cosmic, Elemental, Futuristic, Ideal, Invented, Nature, Psionic, Savant, Spirit, Trained, and Weird. Of these, Invented and Savant are Anglo-American, Futuristic and Ideal are Greco-Roman, Cosmic, Psionic, Spirit, and Weird are Near Eastern/Occult, and Alchemical, Biological, Chi, Elemental, and Nature are Oriental. Trained is available to characters without allohistorical backstories, but also to at least Greco-Roman and Oriental characters.
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