01-25-2013, 04:13 PM | #1 |
Join Date: Mar 2010
Location: Toronto, Canada
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"Essential" Books for Supers
After looking through this thread, I was wondering what all of you would consider the "essential" books for running supers in GURPS. Obviously, you'd have to have Basic Set, Powers, and Supers. What else would you get?
And when I say "essential", I don't literally mean "can't do without". I mean, what books would you get if you wanted. I just used the word "essential" because it tied into the other thread. The campaign assumption would be traditional four colour at nearly any power level. |
01-25-2013, 04:19 PM | #2 |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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Re: "Essential" Books for Supers
I'd suggest Psionic Powers; psi Supers are pretty common, from what I recall... Plus, whether you call it Psionics or some form of Mystical Ability, some of the abilities are conveniently statted up already, and all you have to do is change the origin.
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--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
01-25-2013, 04:20 PM | #3 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: "Essential" Books for Supers
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01-25-2013, 04:22 PM | #4 |
Join Date: Feb 2009
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Re: "Essential" Books for Supers
High Tech and Ultra Tech would be high on the list, even if your Supers dont use all the gear themselves, enemies may well do so
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01-25-2013, 04:26 PM | #5 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: "Essential" Books for Supers
It depends on the style and nature of the campaign and interest of the players.
Martial Arts is probably the most common add on. UT if you have any gadgeteers. Magic or Thaumatology if you have any magic types. Social Engineering if you have Charismatic leaders. City Stats can be used to help build cities and corporations which is sueful. Psionics for Psis but also the elaboration on how to Power Stunt using rules in Powers. I never really saw how useful that section was until I saw GURPS Psionics. EDIT: Oh and Power Up series is a good add as stated above but especially Power Ups 4 which adds and clarifies some enhancements. Vision and that villain from the Hellfire club are a lot easier with that for example.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
01-25-2013, 04:34 PM | #6 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: "Essential" Books for Supers
I think this greatly depends on how much detail you want from combat. If you and your players want to be able to have a character who knows Taijustu or Krav Maga or whatever and have it actually mean something, then yes absolutely use Martial Arts. If you just want to have a few more options in combat, then maybe use Martial Arts.
However if do think that stuff is important, for Iron and Bronze Age games, I'd also recommend Gun Fu for the Deathstrokes, Frank Castles and Red Hoods of the world. |
01-25-2013, 04:54 PM | #7 |
Join Date: Mar 2010
Location: Toronto, Canada
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Re: "Essential" Books for Supers
Thanks for the replies everyone. I'm pondering all of your suggestions.
Ultra Tech is already on my "Must Get" list, but I'm not sure about High Tech. Are game stats for different types of guns important? If there's more to it than that, I'll definitely put it on the list. :-) |
01-25-2013, 05:11 PM | #8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: "Essential" Books for Supers
There's more to High-Tech than just guns. Most pieces of individual gear that adventurers are likely to encounter: computers, locks, climbing gear and so on is covered. The weapons go beyond small arms too: when the heroes have to fight tanks and missiles, High-Tech has the stats. Furthermore it has expanded rules for firearms, hiking, and a few other things that might matter. If you are going to get Gun Fu, it assumes you have the rules in High-Tech.
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01-25-2013, 05:40 PM | #9 | |
Join Date: Mar 2010
Location: Toronto, Canada
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Re: "Essential" Books for Supers
Quote:
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01-25-2013, 06:35 PM | #10 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: "Essential" Books for Supers
When I ran my last GURPS Supers campaign, a rather high-end one with PCs built on 1,500 points, I used Powers, Supers—and High-Tech. When PCs can do damage comparable to that from a tank or a battleship, you need information on conventional weapons on that scale. And one of the PCs carried a variety of heavy weapons into combat, using her super-strength. High-Tech was really useful.
Bill Stoddard |
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