389:
substantially harder to learn". He disliked the additional complexities around character generation, and was disturbed that the book did not spend much time on the creation of character background, saying this was a failure of the system to properly engage with the nature of comic books. He also
429:
takes a more realistic route, stressing personality over punch-outs. That's not to say it's stodgy; a typical chapter is titled 'Unnatural
Multiple Limbs from Another World'. The Second Edition streamlines the occasionally awkward mechanics of the First Edition and adds some nifty new powers".
26:
118:. 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 second edition book is revised and corrected.
441:
a below-average rating of only 6 out of 10, and called the background setting "rather dull", saying it is "fine if you want to recreate a
Saturday afternoon TV show, but not so great for a more fantastic, underground campaign of the
253:
was printed in 1989, and the second edition was published in 1990. The first edition had groupings of character powers that were not used in the second edition. Both were based on the Third
Edition of
394:
combat was frequently deadly, whereas in comic books combat is not usually lethal. Wallis concluded by giving this book a below average rating of only 2 out of 5: "For my money,
714:
159:
is a supplement for the GURPS roleplaying game and uses that basic rule system. The supplement offers additional rules and options for characters with superpowers.
128:
basic system. The book also contains suggestions for running a superhero campaign, and a detailed background setting with the UN controlling most superheroes.
101:
is a superhero roleplaying game written by Loyd
Blankenship and published by Steve Jackson Games. The first edition was published in 1989.
174:, plus any other GURPS book included by the campaign. The rules book included advice on creating superhero campaigns, and ways for the
341:
For the 4th edition of GURPS, the majority of rules governing the creation of superhero characters are covered in the more generic
124:
deals with super-powered characters in a modern-day setting, and contains all the necessary rules to create superheroes for the
719:
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is flawed There is too much emphasis on rules changes; it fails as a superhero rolegame because of the overrealism of the
511:
381:
liked the design and layout of the book, but pointed out that "the rewriting of a large number of rules shows that
162:
Players can choose from several different basic types of superhero characters that influence how the character's
338:
for 4e was published in 2007, one of several genre books published by Steve
Jackson Games for the new edition.
446:
variety". Faragher concluded that "it's a competent enough set of rules - and one that's well presented - but
615:
421:
378:
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allows the exchange of a player's characters between any of the numerous other genres supported by GURPS.
163:
663:
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are selected. Players can select from a wide variety of powers and their modifications given in
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release by
William H. Stoddard covers the genre specific information in a similar style to
8:
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favors lower-powered heroes over higher-powered ones. Many of the superpowers unique to
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There were various aids, supplements and ready-made adventures available, including:
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is a supplement of rules for comic-book superhero characters and campaigns for
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rules, and it fails as a generic sourcebook because it is not generic".
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25:
224:
was one of the broad genre books that was published after the
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88:
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Heroic Worlds: A History and Guide to Role-Playing Games
144:
and later appearing in its own full-length supplement,
437:(issue #6), Steve Faragher gave the second edition of
140:
is the "IST World", described briefly in chapter 7 of
244:
553:
715:Role-playing game supplements introduced in 1989
701:
216:and Charlie Weidman, and was first published by
237:was published in 1990 and featured a cover by
193:appear as Advantages and Disadvantages in the
532:Faragher, Steve (May 1996). "Games Reviews".
450:is not exactly compulsive playing material".
549:
547:
664:"GURPS - GURPS Supers | Article | RPGGeek"
638:(September 1996). "Role-playing Reviews".
628:
385:is not a truly generic rolegame and makes
527:
525:
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72:2007 (3rd edition; for 4th edition GURPS)
69:1990 (2nd edition; for 3rd edition GURPS)
66:1989 (1st edition; for 3rd edition GURPS)
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178:to customize the style of the campaign.
363:books for the fourth edition of GURPS.
299:Hellboy Sourcebook and Roleplaying Game
702:
614:
520:
498:
634:
494:
492:
490:
488:
474:(issue #41 - Aug 1998) (Portuguese)
282:GURPS Supers: School of Hard Knocks
13:
468:(issue #4 - Jul 1995) (Portuguese)
14:
731:
688:
608:
506:. Prometheus Books. p. 392.
485:
405:In the September 1996 edition of
136:The official "house setting" for
678:"ABC do RPG | Article | RPGGeek"
453:
245:Earlier editions and supplements
24:
618:(August 1989). "GURPS Supers".
415:compared the second edition of
146:GURPS International Super Teams
670:
656:
590:
572:
371:In the August 1989 edition of
330:
1:
598:"Warehouse 23 - GURPS Supers"
478:
325:GURPS Wild Cards: Aces Abroad
181:As part of the GURPS system,
720:Superhero role-playing games
366:
220:in 1988 as a 112-page book.
170:, augmented by those in the
7:
554:Shannon Appelcline (2011).
433:In the May 1996 edition of
276:GURPS Supers: Mixed Doubles
104:
10:
736:
200:
131:
624:. No. 8. p. 42.
151:
84:
76:
62:
52:
42:
23:
294:GURPS Supers: Supertemps
270:GURPS Supers: Death Wish
558:. Mongoose Publishing.
556:Designers & Dragons
288:GURPS Supers: Superscum
265:GURPS Supers Adventures
646:Lake Geneva, Wisconsin
425:, and commented that "
249:The first edition of
621:Games International
602:www.warehouse23.com
374:Games International
233:The 2nd edition of
218:Steve Jackson Games
57:Steve Jackson Games
20:
212:, with a cover by
195:GURPS 4e Basic Set
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565:978-1-907702-58-7
538:Future Publishing
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210:Loyd Blankenship
48:Loyd Blankenship
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390:commented that
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208:was written by
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377:(Issue #8),
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31:GURPS Supers
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710:GURPS books
462:, vol. 2 #1
427:GURPS Super
360:GURPS Space
331:4th Edition
255:GURPS Basic
222:GURPS Space
176:game master
172:GURPS Basic
63:Publication
704:Categories
636:Swan, Rick
479:References
318:Wild Cards
315:(based on
80:Super-hero
53:Publishers
422:Champions
413:Rick Swan
367:Reception
44:Designers
644:(#233).
502:(1991).
444:Watchmen
105:Contents
321:series)
307:series)
304:Hellboy
201:History
132:Setting
85:Systems
652:: 113.
641:Dragon
562:
534:Arcane
510:
435:Arcane
408:Dragon
164:powers
152:System
77:Genres
540:: 71.
536:(6).
400:GURPS
392:GURPS
383:GURPS
126:GURPS
115:GURPS
89:GURPS
560:ISBN
508:ISBN
357:and
347:. A
650:TSR
419:to
349:PDF
706::
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546:^
522:^
487:^
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241:.
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35:nd
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33:2
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