But even such a short-lived hero may Plot Points and
want to defeat certain foes, and ensure New Abilities
the security and prosperity of his fam-
ily, before the end. Abilities can’t usually be gained or improved in the middle of an
adventure – unless doing so fits the campaign style and genre. In a cam-
While some heroes move from one paign that uses “plot points” (p. 192), a player might be permitted to
short-term problem to the next, never spend experience to improve or add abilities during the adventure if he
worrying too much about the future, spends a plot point as well.
others have grand concerns tangential
to their adventuring career. A mystic “If I concentrate my icy fog onto one spot, I can drop the tempera-
may seek communion with the god- ture well below freezing. If I remember my freshman physics right, that
head, while a wizard may want to should make this metal brittle. Hey, I must remember this trick . . .”
understand the deeper nature of phys-
ical reality. The snag with this sort of Innate Attack, increasing the strength Divisor, p. B102) or spread them wide
thing is that it can distract a PC from of a telekinetic ability, or improving (Area Effect, p. B102), or a shaman
adventuring altogether, but he may any power’s range a little is often com- could master a whole regiment of new
have lesser reasons to travel and fight parable to increasing a mundane spirit-servants with associated abili-
or his quest may involve a necessarily attribute – justifiable as a matter of ties.
practical element – the search for exercise and training.
ancient secrets in far-off lands, say, or As this suggests, many abilities and
the need to perfect skills as the path to More radical changes include refinements come with new insights,
enlightenment. removing limitations, adding or as rewards for good work. Mentors
enhancements, and adding whole new may teach new lessons to pupils
Improving and abilities to an existing power. Such who’ve proved themselves worthy,
Enhancing Powers things may be justifiable: a telepath patron gods may grant new miracles
might realize that the powers of the to priests who’ve served well, and wiz-
Experience points, the traditional mind aren’t bounded by distance ards can acquire scrolls of lore when
reward for PCs, can certainly be as (adding the Long-Range enhance- they plunder ancient ruins. The natu-
useful to those with powers as to any- ment, p. 108) or learn to transmit ral plot break that often follows a suc-
one else. However, using them to images as well as words (gaining the cessful adventure can give PCs a
improve powers may need some spe- Illusion ability with the Mental chance to consider what they’ve
cial treatment. enhancement, p. 95), a fire elemental learned recently, practice new tech-
might learn to focus its blasts to niques, and compare notes.
Buying levels of a power-related punch through defenses (Armor
Talent is generally fine, on a par with
getting better at most skills. Likewise,
buying an extra die or two of an
CAMPAIGNS
The presence of powers has impli- making changes. Such a game can be or an enemy? They may even be
cations for the parameters of cam- based on myth (Gilgamesh-style specifically charged with keeping the
paign design. demigods bestriding the city-states of world as it is recorded in our history
ancient Mesopotamia), a mixture of books, with the threat that, if they fail,
BACKGROUND myth and novelty (Greek philosophers it will become a disastrous alternate
discovering the power of psi and hav- history. See Keeping It Real, p. 200, for
To begin with, a campaign needs a ing to deal with Olympian gods who ideas about how such secrecy could be
general setting – often meaning a spe- don’t approve), or a complete “what if” maintained.
cific time, not just a place. (aliens with cosmic powers and tran-
scendent technology land in the mid- Modern
Historical Victorian era, and recruit and
“upgrade” humans to serve as guides Exotic powers give the GM quite
The snag with empowered games and guards). enough work in themselves, so it may
in the historical past is that powered be easiest to set campaigns in the most
beings don’t seem to have existed in Another alternative is the “very familiar milieu of all: the modern
history. Even if they did, they appar- secret history” game, where powers world, or something almost indistin-
ently failed to use their powers to are being used deep behind the scenes, guishable. After all, there are plenty of
change the world – so where’s the fun? and the PCs seek to impose their own popular “powers-heavy” genres that
slant on events that follow the broad use this setting, from four-color super-
One possible solution is to set the pattern of known history. The players heroes through many kung fu movies
campaign in an alternate version of may know who’ll be king next year – to tales of teenage vampire hunters.
the past where powers, having but will that king serve their faction,
appeared recently, are about to start
POWER GAMES 199
Keeping It Real consequences of these powers be
worked out. Even in a more fantasti-
In settings that resemble real history or the present day, but with cal game, the setting should have, for
powers, GMs need an explanation of why these abilities haven’t changed example, a social place for empow-
events and society beyond recognition. ered individuals. Often, they’ll be the
rulers, but scholarly wizards might
Powers may be a deep secret, because the people who possess them do better as advisors in the courts of
fear persecution by “mundanes” or because they simply value their pri- secular kings or presidents, while
vacy. Empowered people may be “enlightened,” preferring not to dis- enlightened sages might even prefer
turb the world too much, or devious behind-the-scenes manipulators. to become hermits.
They might also serve – or be – godlike beings, constrained by rules or
traditions from direct action in human society but able to fight each STYLE
other in the “divine realms.”
The style of a powers game deter-
Alternatively, powers may be publicly known, but only just have mines how it is played, and often what
appeared. A campaign can explore the consequences of newly emerged optional rules and restrictions are
powers: what would happen if a new drug enabled 1% of its users to applied.
teleport? In some cases, the changes may be predictably large, even pre-
ordained, and the campaign can be about how the PCs handle them; for Realistic vs. Cinematic
instance, they might be imbued with supernatural power to act as sol-
diers in some looming Armageddon. Most powers are somewhat unreal-
istic; real people can’t do these things.
Long-established powers that haven’t changed the world are hard to However, it’s perfectly possible to treat
explain, but do appear in fiction. They may simply be very rare, and not the subject in a logical, “realistic” fash-
powerful enough in total to make huge differences; a few people who ion. A blast of telekinetic force can
can hurl small fireballs or make their skin as tough as steel really aren’t injure the target in exactly the same
much different from a few people who own firearms and Kevlar vests. way as a thrown rock, empowered
If powers are difficult or dangerous to use, that makes them effectively heroes can fail disastrously if they
rare; they’ll change a few emergencies, and a few daredevils and fanat- attempt dramatic stunts, and love may
ics will make a habit of using them, but most people prefer to avoid risk. be a messy and misleading emotion,
If they’re very dangerous to other people, heroes may have the job of not an all-conquering miracle.
dissuading foolish or desperate people from summoning demons or
turning themselves into walking bombs . . . or of clearing up the mess Still, some genres, notably mythic
afterward. fantasy, space-operatic SF, and four-
color superheroism, are highly cine-
Or powers may cancel each other out, as in some superhero comics. matic. GMs should follow most or all
A few villains go around robbing banks or trying to conquer the world, of the guidelines on pp. B488-489
a roughly equal number of heroes spend their time stopping them, and (unless the whole idea is to subvert the
everyone else gets on with their lives. conventions). Other games may be
grittier: a hero going up against a
If the powers in such a campaign alien races introduce other beings world-controlling conspiracy or fight-
are secret, the world can resemble our with special capabilities. In a few set- ing sanity-blasting horrors from out-
own very closely – although if powers tings, magic “returns” or is discovered side time, should expect a tough fight
have been around for very long, the on alien worlds, or “the future” is used . . . won, if at all, by effort, sacrifice,
GM will need an explanation of what as a fantasy setting, with a few refer- and intelligence.
role, if any, they really played in histo- ences to our own world as “the distant
ry. If they’re publicly known, powers past.” In a rigorous hard-SF cam- Realism may work best in con-
may still somehow not make much paign, the logic of such things should trolled doses, as when a superhero
difference to the world. See Keeping it be carefully worked out; in wilder sci- who’s spent years fighting colorful vil-
Real (box) for more on this. ence fantasies, less explanation is lains realizes that blandly efficient
required. conspiracies are quietly ruining his
Futuristic world far more effectively than any
Totally Fictional costumed foe, or a dead loved one
In the future, all sorts of powers turns out to be really, permanently
may become possible – especially A “powers game” can avoid many dead, despite the hero’s nobility.
those derived from advanced technol- problems of logic by being set in an
ogy such as cybernetic implants, entirely imaginary world, whether Action vs. Investigation
genetic engineering, or robotics. In the classic made-up fantasy continent
some settings, advances in hypotheti- or an alternate history where the Powers tend to mean action – ener-
cal sciences such as “applied psionics” open presence of powers has changed gy blasts, flying heroes, and rugged
enable humans to master the powers everything. As with futuristic games, warriors shrugging off countless blows
of the mind, while encounters with a “rigorous” style demands that the – but some are subtle, useful less in
combat than for investigation and
research. “Empowered investigator”
200 POWER GAMES
campaigns can be tricky to run – a Most good campaigns include ele- general, and in the places where the
hero with the senses of a bloodhound ments of both seriousness and come- PCs mostly operate. If the world is
or the ability to speak with the dead dy, although the proportions vary. inhabited by billions of ordinary
can solve many mysteries with mini- Empowered characters tend to make mortals, but game events take place
mal effort – but also very entertaining. both aspects more pronounced; the in the realms of the gods, then pow-
At the very least, heroes may have to threats and dilemmas are vast, but so ers are effectively very common.
trace the source of a subtle problem, are the results of folly or clumsiness.
using wits and skill, before they stomp Unique
on it with raw power. This two-part Some campaigns focus not only on
plot structure, investigation followed seriousness, but on darkness. Angst- If the PCs are the only beings with
by big fight, is standard in many cam- ridden protagonists are popular, and significant powers, they’ll bestride the
paigns and genres. the drawbacks associated with some world like gods – or demons. However,
categories of power – such as vam- they’ll also be targets. If they’re known
In games featuring secret plots and pirism or religious dedication – are to be powerful, they will inevitably be
conspiracies, investigation is the main certainly less than fun. On the other feared, and some very competent fac-
activity. A major fight means that hand, powerful characters can get tions may make serious attempts to
someone has failed disastrously, or at things done; many people would say destroy them. If they’re too powerful
least that the current adventure has that they have far less right to angst for that, anyone who knows about
come to a revelatory climax. Likewise, than less-powerful folk whose prob- them will regard them with utter ter-
if everyone in a particular situation lems are no smaller. Serious but opti- ror. If they aren’t powerful enough to
has similar powers, they may cancel mistic games deal with saving the be a threat, their powers will make
out, leaving investigation or social world, successfully battling evil, and them objects of curiosity, some of it
manipulation as the only way for any- so on; admirable stuff, if a little dangerous.
one to achieve their ends. Campaigns pompous. Optimistic lightweight
can involve various proportions of games are more obviously enjoyable, More to the point, the PCs decide
violence and thoughtfulness; GMs though they may end up ducking all what changes powers make to the
should adjust the balance to taste. the issues that make for good, strong world – subject to complications. They
Even the most popular superhero plots – if nothing ever goes tragically may set out to do good but end up
comics feature master detectives as wrong, then getting things right is less fighting the wrong people, tearing
well as bulletproof flying men. of an achievement. Finally, humorous down systems without putting any-
campaigns with bumbling, unsuccess- thing in their place, or being manipu-
Serious vs. Humorous ful protagonists can be very funny, but lated by “friends.” This could turn into
may also end up feeling very frustrat- a battle of wits between the players
High-powered characters create ing – nothing ever goes right, and the and the GM, but that shouldn’t be the
tension in the mood of a campaign. players can’t even angst about it – and objective; ideally, the conflict will be
On the one hand, they probably have if the heroes have powers, they just between the morality of well-role-
great and very serious concerns: the end up looking like bigger idiots. played PCs and the nature of the game
struggle between good and evil, prob- world.
lems of bigotry and persecution, the PREVALENCE
question of how the world should be OF POWERS
governed, and so forth. On the other
hand, people who can make weird The nature of a world with powers
things happen just by waving their will be heavily influenced by how
hands, who wear bizarre costumes, widespread those powers are. There
and who are prone to agonize about may be a large difference between the
the fate of humanity over breakfast prevalence of powers in the world in
can’t help but look slightly ridiculous.
We’ve got a blind date with
Destiny – and it looks like she’s
ordered the lobster.
– The Shoveller,
Mystery Men
POWER GAMES 201
Rare to run a rigorously logical game – if dramatically powerful a PC is, the less
anyone you meet could in fact turn effective he may prove. On the other
More likely, powers will be few and out to be capable of anything, there’s hand, in a setting where powers are
far between, but not limited to the no way for PCs to make useful plans well known, merely having a power
PCs. (This could mean that they are or tackle subtle mysteries – but it may may not make one anything special.
limited to a single group of people be possible to do a lot with tongue-in-
who are not the PCs!) Again, known cheek social activity and bizarre There are two main reasons for
empowered beings are likely to be allegory. keeping powers secret: fear and greed.
regarded with fear or curiosity, but the Empowered characters may fear being
PCs will be subject to less extreme More often, “universal powers” set- burned as witches, pilloried as freaks,
pressure. tings give everyone the same power, or drafted as super-soldiers. Anyone
but at different levels. A few “crippled” known to have an exceptional power
Individuals who choose to use their individuals may lack it altogether. For will attract some kind of attention.
powers for different purposes or to example, Alfred Bester’s classic SF Even if most people aren’t actually hos-
support different causes may well end novel The Stars My Destination is set in tile, some will be superstitious, want to
up clashing. This could range from a world where everyone except for a exploit the possessor, or treat him as a
polite debates over whether it’s better few unfortunates can teleport, though celebrity and destroy his privacy.
to fight crime, help the starving, or let the power is thought to have defined
humanity find its own way to great limits . . . Wanting to avoid such difficulties
battles between heroes and villains, as seems only reasonable, but greedy
the champions of different moral SECRECY power-users want more. Powers can be
codes or the soldiers of different used for personal profit in countless
nations. If powers are both rare and Finally, there’s the question of secret ways – but if they’re known to
secret, the chances for conflict may be whether powers are widely known exist, all sorts of countermeasures may
less; different groups may go for years and accepted or secret and potential- be possible. A totally secret telepath
without meeting. ly feared. Openly known powers can easily advance in business or poli-
imply a world that is rather unfamil- tics, or become a great seducer; if
Common iar, even if it appears to resemble the telepathy is well-known, however,
present day. Secret powers are more many people might wear mindshields
If powers are commonplace, the limiting for the players, as they’ll or become deeply suspicious of anyone
pressure is off the PCs, and the trick is have to worry about preserving secre- who seems to “read” them too well. If
to use powers well. This probably cy (or breaking it and surviving) the individual’s powers are well
works best if the game isn’t really rather than using their powers to the known, his prospects of success will
focused on abilities, but simply a cam- full. In a world of secrecy, the more vanish. Conspiracies and factions will
paign that happens to feature powers. try to keep powers well hidden.
For example, a high-tech future could
feature such advanced biotechnology Transitional Campaigns
and cybernetics that anyone can be
“superhuman” who really feels the Transforming a campaign from one that didn’t include powers to one
need, or a “high-magic, low-fantasy” in which they exist is a big, tricky change. It will have radical conse-
setting could give a few useful spells to quences, and it may or may not be to the taste of the players. GMs
anyone who’s prepared to study the should be especially careful; it’s easy to annoy people who thought that
art. they’d signed up for one sort of game, only to get something different.
Even if many people have powers, The change may have been planned from the start, as part of some
not everyone uses them with heroic kind of radical revelation. It might also be an unexpected but logical
effectiveness. In a world where many consequence of events in the course of long-term play, or an attempt to
people have weapons and some com- revitalize a tired campaign by adding something radically new. The GM
bat training, PCs can still be heroic must decide what powers are now available – they will almost always
warriors. Likewise, PCs may use com- share a single class of origin – and what power modifiers, limits, etc.,
mon powers to more heroic ends than will apply. The powers are likely to be defined quite specifically by the
most NPCs. GM rather than by the players.
Universal PCs may simply have to respond to and investigate sudden displays
of power from previously “mundane” NPCs. They may also acquire
If everyone has powers, the game powers themselves, instantly or over time. In this case, the GM may
world will probably be a very strange simply permit the players to buy them with bonus character points, but
place. This situation could result from few players are likely to have saved enough to acquire substantial pow-
a sudden change – a cosmic accident, ers. A GM who wishes to shake a campaign up may either award every-
say – or from years of technological one an allotment of points to be spent on the player’s choice of a power,
progress or magical education. or simply grant each PC a predefined power. The former has the advan-
tage of giving the players freedom of choice; the latter may be more
If these universal powers are very appropriate if the GM wants to control the nature of these new powers
diverse, working out the consequences precisely.
for society will be extremely difficult,
and the results might be an unstable
anarchy. It’s probably better not to try
202 POWER GAMES
CHAPTER SIX
EMPOWERED
GENRES
I reached the village less than an see her power flickering about her – too didn’t try to get up again. Everyone else
hour after sunrise, but as soon as I weak to do her any good, blatant backed off long enough for me to get
rounded the last bend in the trail, I real- enough to get her killed. One man, hold of the child and get her away.
ized that I should have moved faster. doubtless one of the village’s noblest
There were far fewer people among the hunters, had her by the arm and was An hour later, she’d recovered
huts than there should have been, and I wrenching hard enough to dislocate it. enough to talk as we sat together in a
could hear the shouts and screams of Another two had just caught up, and clearing. “Are you demon-touched,
the others from the forest to the west. had their spears raised, ready to strike at too?” she asked.
The sound of a mob bent on murder is any moment.
quite distinctive when you’ve heard it “That’s one thing to call it,” I
often enough. I cast Wolf aside and donned the answered, and then she was distracted
mask of Terror. It hurts like hell to call by the sound of great wings descending.
I donned the mask of Wolf, and up anything so primal and foul, but
broke into a sprint. I went right through there was no time for subtlety. I hit all “Is that . . . an eagle-demon?” she
the village, ignoring the old and con- three would-be saviors with one blow, asked, suddenly quivering with fear
fused – and one weeping woman, most and they dropped to the ground again.
likely a mother – as I passed. When I screaming.
reached the scene of the trouble, I saw “Not exactly,” I said, as the
that I was in time, but only just. A nearby man came at me with a ornithopter landed.
club raised. I donned the mask of Bear;
The child was still alive, and I could my punch smashed him into a tree. He This chapter provides a brief
overview of various genres involving
powers.
MYTHIC FANTASY
As GURPS Fantasy says, the fanta- even be gods. It shares high fantasy’s and as adventurous as anything in
sy genre exists on the border between concern with wonder, but it can also be sword and sorcery. It can even share
reality and myth. Mythic fantasy takes as horrific as anything in dark fantasy, some of the psychological realism (and
it far toward the latter. Its heroes may as comic as anything in light fantasy, ubiquitous magic) of low fantasy.
EMPOWERED GENRES 203
BY THE BOOK: Powers in
MYTHIC FANTASY Non-Mythic Fantasy
The main question about a mythic Fantasy is often taken to require magic, but other powers – psionic,
fantasy campaign is just how mythic divine, moral, or cosmic – can take its place in ensuring the wonder and
it’s going to be. PCs who are merely other-worldliness of a setting. (They may, of course, be called magic.)
favored by the gods are different from The powers available in such games should be specifically defined by
those who are gods. the GM; if every sort of power is available, the setting will become either
mythic or just silly. However, a few powers can make a fantasy world
Power Level more exotic.
Campaigns that feature merely For example, while Yrth (see GURPS Banestorm) mostly uses the
heroic humans can have a starting GURPS spell-magic system, it also features a few religious mystics of
level of around 150-250 points. If various kinds. Each faction of mystics has a small number of unusual
some or all of them are demigods, advantages, each with the Pact limitation. In effect, each faction has its
300-400 may be more appropriate. own power.
Mythic heroes who expect to shape
the world by their actions start at 500 Epic Heroes stronger, and deadlier than most, able
or more. True gods and titans proba- to use amazing tricks and maybe the
bly need at least 1,000 points. The heroes of Homer’s works, the odd magic spell, but not actually gods.
Germanic legends of Siegfried, and Many such stories are concerned with
Unusual Backgrounds the Anglo-Saxon tale of Beowulf are the heroes’ mortality; they seek to
“merely” mortal men writ large. make their mark in the world and
In some mythic settings, super- They’re great warriors and leaders, achieve noble goals before they die.
natural forces regularly walk the may be of divine descent, and they The gods themselves are far above the
earth, and even ordinary mortals sometimes wield magic weapons, but heroes; they may act as Patrons or
aren’t too surprised to encounter they don’t fly or throw lightning. Some behind-the-scenes Enemies, but woe
them (although they may be rational- modern fantasy stories operate on a betide any hero vain enough to think
ly fearful). No Unusual Background similar level. Tolkien’s Númenoreans that he is on their level.
is required for protagonists who are long-lived, noble-spirited humans
wield divine powers or reality-warp- who shape the early history of Middle- It’s not impossible for wizards, sor-
ing magics in such cases. One might Earth. cerers, or miracle-working priests to
still be required for a power that is play a heroic role in this sort of fanta-
unusual even among the gods, such Fantasy of this type downplays sy, although most are seen as weird
as psi in a world that mostly features powers – or leaves them in the hands bit-part players who come and go
magic. of deities, angelic beings, and strange through the lives of the warriors, occa-
wizards and enchantresses. However, sionally dispensing aid, advice, or
However, in “epic heroes” games, they may appear occasionally, in the threats.
full-fledged magical powers or obvi- form of a small piece of aid from some
ous divine gifts may be prohibited supernatural Patron or an incidental Tales of the Gods
entirely, or permitted only with a 50- threat. Using blatant powers in com-
point Unusual Background, in order bat may be considered unworthy or In some legends, gods are shown
to preserve the focus on powerful but dishonorable although supernatural behaving very like mortal humans –
essentially human protagonists. strength or vitality, and the occasional except that the world they live in is
Relatively limited supernatural abili- magic weapon are accepted heroic bigger, one way or another, and their
ties that fall short of being an actual features. actions have global consequences.
power, such as Achilles’ near-total When Thor gets into a drinking con-
immunity to physical harm, might Wondrous Heroes test, his opponents magically connect
require a lesser Unusual Background, his horn to the sea itself – and his
perhaps 25 points. The heroes of, for example, Celtic efforts cause the tides! This is an
mythology are much like those of the extreme case, far beyond the scale that
SUBGENRES Homeric tales – leaders of society, most games can handle, but in some
often partly divine. However, they worlds, the adventures of godlike
Subcategories of mythic fantasy can master truly supernatural feats, beings may be quite manageable.
can primarily be defined in terms of leaping onto spears in flight or bring- Roger Zelazny’s Lord of Light and
the power levels of the protagonists, ing down a dozen foes with a single Creatures of Light and Darkness, in
although the cultural background of a sling-stone. In other words, they which the “gods” are powerful psis
story – its implicit assumptions about have powers. with ultra-tech equipment, provide
metaphysics, the nature of heroism, one useful model.
and divine law – can make a large dif- These heroes are still essentially
ference to the flavor and style. “augmented humans” – faster,
204 EMPOWERED GENRES
Often, the gods are very like mor- for example, by trying to acquire ideals, In some cases, they symbolize
tals in their motives and reactions, if immortality – may suffer painfully for opposing cosmic principles.
only for comic effect. They’re vain, their ambition.
quarrelsome, ambitious, jealous, pas- Deities
sionate, loyal, or spiteful. Given that MYTHIC ORIGINS
the purpose of the gods is to enforce On occasion, even if the heroes
morality and law rather than to obey The heroes of mythic fantasy are aren’t actually gods, their opponents
it, they may act rather badly by mortal typically close to the gods – some- are. If the gods are true immortals
standards. However, they are usually times genetically close. Even in leg- with cosmic powers, while the PCs are
bound by family loyalty, vows, and the ends and stories about human protag- merely capable mortal men, divine
specific rulings of higher gods, rather onists, many are the descendants of enemies cannot attack the heroes
than behaving in a completely anar- human-deity couplings. The gods directly, or the campaign won’t last
chic fashion. may also possess magical techniques very long. Gods may refrain from
that they can use to empower their direct action out of a sense of sports-
MYTHIC chosen agents, such as “apples of manship or in obedience to divine law,
FANTASY GENRE immortality” or the treatment that but they can still be terribly dangerous
CONVENTIONS made Achilles largely invulnerable. In foes, directing rival heroes, monsters,
other cases, human characters seek and minions against their mortal foes,
In this genre, players should near-divine status by mastery of and perhaps controlling the elements
always feel that every action has a supernatural powers – although that or even fate itself. If they’re lucky, the
chance of ending up in myth. is notoriously difficult in legend, PCs have divine patrons who are using
Motivations should be grandiose; even where hubris is often punished. them as agents, and who will make
petty personal lusts can lead to sure that the enemy deities don’t
decade-long wars and the fall of The commonest power origin is cheat.
nations. In some cases, protagonists “divine ancestry,” which may grant
are walking symbols or embodiments biological, magical, divine, cosmic, or A PC may make an enemy of a god
of some principle or race. Even the even elemental powers. (Some heroes because he, his patron, or one of his
most mortal of them will become might also command spirits.) Mortals parents is also a god and a hated rival
inspirations to peoples yet unborn. who achieve heroic status through to that enemy; because his actions
intensive study might have magical or interfere with the god’s plans; or
Campaigns in which gods or near- spirit powers; those who are favored because he has offended the god in
godlike beings appear should aim for by the gods would have divine powers. some incidental way. This offense may
a sense of significance; these are cos- be accidental or trivial; gods are terri-
mic forces interacting, establishing a Although western myths don’t talk bly prone to grudge-bearing, and don’t
template for how the world works. about “chi” as such, the part-divine have a human sense of proportion.
The death of a god leaves a whole heroes of European myth had greater Destroying a god’s sacred places or
aspect of reality ungoverned. At the strength, vitality, and life energy than injuring his priests are classic mis-
same time, the human pettiness of lesser mortals. Treating this divine takes, but so is harming the god’s off-
these great entities provides countless vitality as chi, assuming that it can be spring – and given that many gods are
opportunities for comedy. unlocked by training and prayer, and the parents of monsters, which inher-
using this book’s rules for chi powers it a fragment of the god’s power but lit-
In some cases, mortal heroes may could work very well. tle of his intelligence or restraint,
be able to “borrow” some of the power those heroes who kill monsters can
of a god by re-enacting his legend, MYTHIC FANTASY suffer disastrous consequences.
maybe with a “spirit journey” to the ANTAGONISTS
realm of the gods, into the under- Players who get the feeling that
world, or to confront some powerful If the heroes of mythic fantasy are their PCs have become mere playing
being. In some cases, this may be a grandiose, their opponents must be on pieces in the private games of uncar-
process of initiation into magical mys- the same scale. At a minimum, they ing gods may become irritated. Even
teries; in others, the journey may be challenge the PCs’ ambitions and the heroes of legend occasionally took
an incidental part of the hero’s career the considerable risk of telling the
– though it may still change him gods that they objected to being used.
significantly. However, if a patron god has a serious
objective that accords with the PC’s
While mythic heroes are people ethics, the hero may be willing to go
who get things done – conquering along with it. It may be more impor-
cities, saving the world, stealing fire tant to make sure that the players
from the gods – it’s entirely possible don’t rely on their divine patron to get
for them to fail. Tragedy is as impor- them out of trouble at every turn, but
tant as heroism in myth. Heroic death this can be easy enough. Friendly gods
in battle isn’t necessarily considered to may be bound by the rules just as
be defeat, but it’s death nonetheless. strongly as the enemy, or may just not
Heroes who overreach themselves – be that friendly.
EMPOWERED GENRES 205
Wizards look on their monstrous progeny with doesn’t limit himself to human forms
an indulgent eye, as long as they don’t – and hence be somewhat monstrous.
In mythic fantasy, a wizard’s pow- threaten the world as a whole. In general, though, a rival hero should
ers can be vast; some wizards dream be someone a PC can respect and
of approaching godhood. Heroes or Mythic monsters may threaten the understand, if not necessarily like.
demigods who are committed to hero, his friends, or helpless strangers, Codes of honor may oblige heroes to
defending the order of the cosmos or they may have been set to guard fight fairly against rivals, not resorting
may regard wizards as metaphysical some important treasure or magic to the sort of tricks that are considered
anarchists who’d tear down the uni- item. Powerful heroes go toe-to-toe legitimate against monsters and evil
verse for the sake of personal power. with monsters; those with lesser abili- wizards. Human rivals can also have
Ambitious wizards may ally with dark ties use trickery or borrowed magic. the support of leaders and factions in
gods or demons, opening gates to Hell Monsters don’t usually employ min- human society, friends who will assist
in exchange for personal rewards. ions or subtlety, although some may them or try to avenge them. In stories
engender lesser monstrous spawn. with a tragic twist, a rival might be a
Heroes sometimes confront wiz- friend or blood relation to the hero.
ards directly. The result may be a Rival Heroes
titanic battle – or it may just as easily MYTHIC MAGIC
be short and anticlimactic, as the hero Mythic heroes face few opponents
skewers the wizard before he can get a who are truly their equals, but when If magic is a common feature of
spell off or the wizard vaporizes the they do, it’s often because those antag- fantasy, then mythic fantasy must fea-
hero on sight. Wizards don’t generally onists are very similar to them indeed. ture mythic magic. In some cases, this
see themselves as fighters, bound by They may be servants of antagonistic can be a matter of raw power: mythic
codes of warrior honor. They tend to gods, or simply after the same loot as priests who bring down fire on whole
attack heroes through minions: the PCs. The fate of humanity and the cities with a gesture, mythic necro-
armies of faceless guards, the occa- world may well depend on which fac- mancers who call up dead armies with
sional high-grade underling with a few tion’s representatives win out. In some a word, and mythic gods who twist
magical augmentations, and some myths, arrogant heroes see other reality with a thought. Super-wizardry
trained or summoned monsters. In a heroes, on the same side, as rivals. may be represented as a power with a
sword-and-sorcery-flavored fantasy, Jealousy can then distract everyone large number of abilities, the Cosmic
the heroes battle through these forces from important matters, leading to Power version of Modular Abilities
to a final confrontation in the wizard’s dangerously competitive behavior and (p. B71), multiple levels of Wild Talent
lair (usually a tower). In other cases, even violence. (p. B99), or Ritual Magic (p. B242)
the heroes may have to locate some with high levels in the core skill and
magical key to the wizard’s power and In some cases, rival heroes may many paths.
destroy or commandeer it. wield strange, dark forces, or even be
partly nonhuman – perhaps descend-
Monsters ed from or created by a deity who
Mythic-fantasy monsters are more Playing Monsters
than big ugly carnivorous animals.
Like the gods and heroes they so often The protagonists of high-power mythic fantasy aren’t necessarily
fight, they may symbolize something human. Some don’t even look it. PCs might have the shapes of supernat-
important – perhaps explicitly, per- ural beasts out of legend or nightmare, often with exotic powers tied to
haps just by virtue of being monsters. those forms. (While “being a dragon” isn’t a valid power, “flame breath”
At a minimum, they represent the or “mighty wings” might be.) GMs can veto the idea of monster PCs if
power of untamed nature or raw they wish – there may be practical problems – but if the game can han-
chaos, devouring any human who dle really high-level powers, questions of physical shape should be triv-
comes their way out of casual hunger ial. Apart from anything else, mythic nonhuman beings are often
– or threatening to devour, say, the sun shapeshifters, and can take human guise when convenient.
itself.
On the other hand, radically nonhumanoid monsters are often
Mythic monsters are often unique, viewed in myth as the enemies of humanity. Gods generally represent
not members of a “species” in the cosmic order and tend to be somewhat human in shape and thinking.
modern biological sense. (See GURPS Great monsters, by contrast, represent primal chaos, implacably hostile
Fantasy for more on this.) As men- to everything human. Playing rebels may be cool, but playing rampag-
tioned above, they are often the off- ing forces of destruction is likely to get boring fairly fast. Still, some
spring of gods. Deities who symbolize myths feature benevolent nonhuman super-beings such as the Chinese
evil, destruction, or primal chaos Ki Rin (or Kilin), or nonhuman creatures in service to the gods such as
(such as Loki or Tiamat – beings most- Odin’s ravens, so anything is possible. GURPS Dragons has rules and
ly feared rather than worshipped) are guidelines for playing one important type of high-powered mythical
often happy to sire devastating mon- creature.
strosities. Other deities (such as
Poseidon) are little concerned with the
well-being of individual humans, and
206 EMPOWERED GENRES
Wuxia Fantasy certainly be contrary to the setting’s
core assumptions.
Chinese “wuxia” martial arts movies have become especially well-
known in the West in recent years with the success of films such as For example, many myths state
Hero, House of Flying Daggers, and Crouching Tiger, Hidden Dragon. firmly that humans are all doomed to
These are melodramatic fantasies, although their settings are often die, and mortality cannot be tran-
nominally “historical” (using a very loose, mythologized version of his- scended. In a world where this is an
tory). Martial arts adepts often use impressive chi powers, mostly to absolute law, Resurrection should be
augment their innate physical abilities: they can leap over buildings, run unavailable – and Halt Aging and
through treetops, and parry any missile. Some movies feature wilder Youth might also be banned, although
abilities, such as flame breath and flight. wizards who merely avoid death for a
few decades aren’t the same thing as
This subject will be covered in more depth in GURPS Martial Arts; true immortals. Lich might be in the
wuxia movies are more about advanced fighting arts than superhuman same category, or it might be consid-
powers. Still, wuxia sometimes comes very close to mythic fantasy, with ered a blasphemy that enables a wiz-
legendary heroes battling whole armies to decide the fate of nations. ard to circumvent the laws of the gods
The key differences are the explicit focus on chi, rather than divine and – for a while. Even the likes of
magical effects, and the absence of active gods. Enemies tend to be Restoration and Regeneration might
human, or possibly formerly human undead, although these enemies be banned, fitting the harsh atmos-
often wield impressive chi-based powers of their own. phere of some myths.
Along with oriental weapons, costumes, and scenery, such stories A plot might revolve around a wiz-
tend to involve eastern philosophies such as Taoism or Buddhism; their ard who seeks to cheat death by
heroes are often very concerned with the moral and ethical aspects of researching prohibited spells. In a tra-
their actions. Tragedy – especially the conflict between love and duty – ditional sort of setting, this will have
is a common theme. ghastly consequences for the
researcher and perhaps for the whole
In other cases, magic may be wolves to acquire and defend such world, although some GMs might take
restricted and structured enough that advantageous terrain. GMs should be a “modern” attitude, saying that ambi-
the standard GURPS spell system is wary of letting PCs acquire a place of tion is a fine thing and breaking rules
appropriate – but at very high power power, as they may become unwilling set by smug deities is heroism.
levels. There may be no cap on levels to venture away from home. This is Another possible candidate for prohi-
of Magery, and little restriction on fine in a campaign structured around bition is Plane Shift. Journeys to the
acquiring more with earned character noble estates and politics, but unfortu- realms of the gods or the dead are sup-
points or even training. Any wizard nate if the GM was planning an epic posed to be major quests, not just
worthy of the name will have at least quest. spell-castings.
Magery 3, granting potential access to
every spell in GURPS Magic (which is Spell Availability Spells should not be prohibited just
strongly recommended for such cam- because they’re “too powerful.” Power
paigns). See p. 188 for rules on the Not every spell in GURPS Magic is part of the point of mythic fantasy.
interaction of spell-magic, Magery, is necessarily available in a mythic- GMs who think that a specific spell
and powers. fantasy world. In a setting that focus- could be a game-wrecker but who
es on heroic mortal warriors on one want it to be an occasional possibility
Obviously, a “mythic magic” setting hand and transcendent deities on the can always adjust its parameters,
permits powerful spells, and the gen- other, wizards may be marginal char- especially by increasing the energy
eral mana level may well be high. But acters with a limited repertoire of cost or making it obscure. Beginning
this isn’t mandatory. In some stories, effects. Some specific spells might characters might only know an
“mythic” magic is relatively subtle or obscure spell if they have a 50-point
uncommon, for all its power. As Unusual Background, and PCs who
GURPS Fantasy points out, scarcity wish to learn it might have to go on
makes magic all the more wonderful great quests.
when it does appear. The average
mana level of the game world might
actually be low; mythic wizards are
impressive because they can over-
come this penalty. Low mana also
serves to help mythic wizards; it
reduces the danger from critical fail-
ures. Some wizards might control
“places of power” – small zones of
higher mana – and will fight like rabid
EMPOWERED GENRES 207
MYTHIC FANTASY Tales of the Uncanny
ADVENTURES
“Uncanny” fiction evolved from folklore via late Victorian tales of
Most gamers probably feel that ghosts, animated mummies, and psychical research. Vampire stories,
they have a very good idea how fanta- especially Bram Stoker’s Dracula, had dangerous foes and some tough,
sy adventures are supposed to go. active heroes. The likes of William Hope Hodgson’s “Carnacki the
However, these ideas may not always Ghost-Finder” introduced an element of weird science. Supernatural
apply to mythic fantasy, which aspires horror became a feature of the pulp magazines of the 1920s and ‘30s,
to significance. notably in the work of H.P. Lovecraft and his followers. Lovecraft’s mon-
sters are totally alien beings and ancient, inhuman gods, and his heroes
Mythic heroes don’t just slay a few are in danger of losing their minds as well as of dying horribly. On the
goblins to protect a village; they battle other hand, many pulp stories that began with seemingly supernatural
whole armies and save whole nations. events actually turned out to be detective mysteries with natural expla-
They certainly don’t venture into dun- nations. The form survives today as a branch of horror fiction, in
geons to plunder them for gold coins movies as well as print.
and minor magical swords; they jour-
ney into the underworld to face Death The approach taken by such tales ranges from subtle mystery,
himself, and return with the weapons through genteel horror and weird-science ghostbusting, to “splatter-
of the gods. Even the most human of punk” gruesomeness. The heroes tend to be normal humans; to fight the
epic heroes fight decade-long wars supernatural, they employ specialized knowledge, religious faith, or just
and rise to rule kingdoms. willpower and a trusty shotgun. However, some are in contact with the
spirit world, and the problems they face can be decidedly powerful:
Hence, mythic fantasy campaigns ghosts who can possess the living, vampires, reanimated Egyptian
may have a strong main plotline to give mummies, or Lovecraftian monstrosities. A few of these nonhuman
them focus, and perhaps a fixed dura- beings are even depicted in a fairly sympathetic light; powerful nonhu-
tion. They end when the war is over, all man PCs might not be entirely out of the question in a wilder campaign.
the monsters have been slain, or the
world is created and functioning. Remember that tragedy is a com- tragedy and heroism of what went
(“Sequel” campaigns may be possible – mon theme of myth. A mythic cam- before too much. Dead heroes can
a 10-year war may be followed by a 20- paign could culminate in the deaths find new battles to fight in the after-
year voyage home.) Others may be of the PCs or the destruction of the life, while demigods who survive
more open-ended, but the PCs should universe. Even those catastrophes the end of their universe could
have or find a very clear place in the might be followed by sequel cam- become the creator-gods of its
world. They may have to defend the paigns, if this doesn’t diminish the replacement.
universe, or at least their corner of it,
against attacks by demons, titans, or
rival gods, all the while dealing with the
internal politics of their own faction.
MODERN ADVENTURE
Once fiction and literature became appear occasionally, it was the pulp BY THE BOOK:
distinct from myth, the supernatural magazines and related fictions of the MODERN
and superhuman became less com- 1920s and ‘30s which brought super- ADVENTURE
mon in stories. While magical or humanly powered heroes back to the
divinely granted powers continued to foreground. Combining fantasy with Modern adventure heroes vary by
horror and science fiction, the pulps subgenre, but most are a little beyond
gave birth to many ideas about the most exceptional of realistic
empowered heroes that remain popu- humans. Pulp and other games may
lar today. feature a single empowered PC sup-
ported by a team of “competent
Modern action-adventure stories normals”; see p. 209. High skill
are in many ways the heirs of the levels, and especially wildcard skills
pulps, and some of them feature (p. B175), are often appropriate for
more-than-human characters. Aside “pulpier” campaigns.
from the implausible toughness and
luck of many heroes, some have mar- Power Level
tial arts, psionics, or supernatural
abilities. While there are plenty of If the hero has powers, they should
modern adventure novels, this genre’s be effective; 250 points is probably the
stories and style are shaped by movies
and TV.
208 EMPOWERED GENRES
minimum viable starting level. A mag-
ically enhanced monster-slayer, a mys-
tical adept, or an advanced cyborg In modern entertainment, a
might require much more than this,
but even these characters should be successful story or character needs
recognizably human. Games that go
above 500 points are moving into to stand out to be noticed. The simplest
“supers” territory (see pp. 222-234).
Some members of a group may be way to achieve this is to have a
empowered, while others, built on the gimmick, which may mean a power.
same base points, are “merely” normal
humans with very good attributes and
skills. A common idea in the pulps is
that the square-jawed, can-do hero is
ultimately a match for any strange-
Sness, although some heroes have a lit- UBGENRES fiction of the period. The Nyctalope,
with his artificial heart and ability to
tle exoticism of their own.
In modern entertainment, a suc- see in the dark, appeared in French
Unusual Backgrounds cessful story or character needs to novels starting in 1908, and was one of
stand out to be noticed. The simplest the first crime-fighting heroes to pos-
Most modern adventure games will way to achieve this is to have a gim- sess non-supernatural super-powers.
be limited to one class of power, or at mick, which may mean a power. The hero of Philip Wylie’s 1930 novel
most two or three, and the powers will While heroes and gimmicks vary Gladiator gained superhuman
be the focus of the campaign – so widely, there are some identifiable strength and invulnerability from his
Unusual Backgrounds won’t usually categories. mad-scientist father’s experiments.
be required. However, some odd per-
sonal histories might merit one. If the Pulp Crime-Fighting To recreate the full flavor of their
PCs are all chi-using martial artists sources, pulp crime-busting games
from a remote Asian monastery, Most of the original pulp-era sto- should generally be set in the histori-
obliged to find their way in the mod- ries of two-fisted crime-fighting cal era of the original pulps. Pulp plots
ern world, then an American monk, involved competent but unpowered typically featured straightforward
who is already familiar with Western humans – detectives and cops. gunplay and fisticuffs, but often also
culture and who has Contacts and However, a few featured heroes with involved international travel. Many
high-tech skills, might have to take a exotic powers. The Shadow, for one, were fairly sophisticated detective
20-point Unusual Background. A pulp sometimes demonstrated a psychic mysteries. The GURPS Third Edition
hero who is the only person in the ability to “cloud men’s minds with his supplement GURPS Cliffhangers is a
world with powers could certainly thoughts.” There were also a few detailed guide.
require an Unusual Background. more-than-human heroes in other
Almost-superhuman adventurers
such as the Shadow, Doc Savage, and
the Avenger often accumulated a crew
of loyal, capable, and human assis-
Pulp Chi tants and friends. Sometimes, these
sidekicks were less capable than the
Chi-based powers are not generally a feature of the original pulps. title character, but provided extra
Exotic legends about martial arts masters hadn’t entered the western hands. In other cases, they had special
mainstream in the period. On the other hand, there is a rich tradition in talents of their own.
Asian cultures of pulp-like stories about heroes who can focus and
employ their chi, and wild martial arts have become a feature of the While the main focus of the pulp
modern descendants of the pulps. crime-fighting genre is on battles
against ordinary crooks, more exotic
Even in the original pulp era, stories about the uncanny abilities of foes also appeared – scheming for-
eastern yogis and mystics had become popular in some circles. Classic eigners with fanatical followers, mad
pulp heroes such as the Shadow sometimes used weird powers that they scientists, and femmes fatale. A lead-
had learned somewhere in Asia. Hence, chi powers might be incorpo- ing villain would probably be support-
rated into pulp campaigns without endangering the essential flavor. ed by armies of faceless goons, either
Their users should be either Asian themselves, or experienced travelers fanatically loyal or rather stupid (and
who’ve learned things “out east” that even their friends find unbeliev- often both). A few opponents had their
able. GMs who wish to permit such options without having chi powers own uncanny abilities. Pulp morality
take over the game can require such PCs to take an Unusual was generally black-and-white, so bad
Background with a cost of 10% or 20% of the campaign’s starting point guys were unambiguously villains.
totals. They could have some complexity in
their personalities, though, to make
them a little more interesting.
EMPOWERED GENRES 209
Martial Arts Horror and
Monster-Only Powers
Martial arts stories in a modern-
day setting don’t tend to include as Horror games (including “Uncanny Tales” – see p. 208) may limit
many wild chi powers as historical powers to NPC monsters. The heroes of stories from dragon-slaying
wuxia movies (p. 207); the more famil- myths to Dracula and Alien are ordinary mortals. They use skills,
iar scenery would make such things weapons, and wits to defeat creatures far more physically formidable
look a little too ridiculous. Still, the than themselves.
heroes often display far greater abili-
ties than any realistic human, and can Certainly, the heroes of real horror games should be scared, even if
add “gun fu” to the traditional high the bad things that define the genre mostly happen to somebody else.
kicks and swordplay. Any powers they do possess should be limited enough that they can’t
defeat every threat, or come with a cost, usually horrific.
This is a literally cinematic sub-
genre, and the majority of movies Anti-Monster Tactics
involved come from the energetic
Hong Kong film industry – although Heroes fighting powerful monsters should tailor their tactics to the
Hollywood has noticed their populari- opposition. Knowledge is the key, which may mean hours in dusty
ty and imitated them. Typical heroes libraries, complex scientific analysis, or just asking the right people. The
for a modern martial arts movie are heroes will want to acquire anything that hits known weaknesses or
ultra-tough cops, martial artists called blocks known attacks – wooden stakes and garlic, glowing green mete-
away from their monastic retreats by ors, technological mindshields, whatever it takes. They should exploit
some personal problem, and even numerical advantages; it’s usually easiest and best to divide the enemy
mercenary criminals with a code of up and pick them off one at a time, unless they can get a whole group
ethics. They usually fight human foes of them with a guaranteed killing method. Smart heroes look for terrain
– ruthless criminals or renegade mar- and conditions that give any possible benefit, press every advantage,
tial artists – but, in some stories, they and aren’t ashamed to run when necessary.
collide with the paranormal. In a few
cases, the heroes actually wield magic caution of the effective monster- advantage when enough people
against evil sorcerers or supernatural hunter, can endanger a hero’s sanity. believe in them), and hunters work to
monsters. Battling with monsters, one can suppress both infestations and the
become a monster – metaphorically or rumors that follow them.
Monster Hunters even literally.
Cross-Time Adventures
Monsters are in the world – vam- Monster-hunting stories never
pires prowling the darkness, aliens quite forget their roots in horror. Even If multiple timelines exist, and
abducting motorists for experimenta- if the heroes are tough, innocent some of them produce beings with
tion, werewolves lurking in forests, bystanders can endure horrible fates exotic abilities, adventuring across the
and fish-men emerging from the sea . . . and unlucky or careless heroes can multiverse can become a powers-
on moonless nights. Unlike the victims suffer very badly. The border between heavy campaign. The “Infinite
and investigators of conventional hor- heroic monster-hunting and raw hor- Worlds” in the GURPS Basic Set and
ror, the heroes of a monster-hunter ror is fuzzy. A game can cross back GURPS Infinite Worlds is precisely
game fight back on equal terms. and forth, depending on the power of such a setting, and its secretive ISWAT
the monsters and the resources cur- recruits all the empowered individuals
Powers may be limited to the mon- rently available to the hunters. it can get. ISWAT has robots, vam-
sters, with the heroes’ skill and high- pires, and allegedly even exiled gods.
tech equipment evening the odds, or Such games also typically have
may be granted to at least some of the much in common with the “Secret Cinematic
“good guys.” Such “hero powers” can Powers” subgenre (p. 214). If the Technothrillers
be anything: refined martial arts skills world resembles our present day, but
and chi manipulation, magic learned there are monsters out there, this The “technothriller” genre
from ancient tomes or ancient bless- truth must be a secret. This may well attempts to maintain at least a façade
ings passed down the generations (as suit both sides; the monsters prefer of realism, with plausible human
in Buffy the Vampire Slayer), or tech- that their victims not take precau- heroes using equipment somewhere at
nology so advanced that it verges on tions, while the hunters want to avoid the cutting edge of what’s known to
super-powers. Heroes may even be mass panic. Conversely, the hunters exist. At the point where such stories
“monsters” themselves, turned to the might struggle to acquire enough evi- merge into science fiction, some
side of good (see the TV series Angel, dence to convince the public, or at heroes may be enhanced in some way,
or the Hellboy Sourcebook and least the authorities. The monsters even possessing powers.
Roleplaying Game). might be all in favor of mass panic
(perhaps they feed on human fear, or Such heroes include (very expen-
Power often has danger attached, they will warp reality to their own sive) cyborgs and the products of
Magic may be associated with dark
forces so that mastering it edges the
user toward evil. Other powers, com-
bined with the obsessive focus and
210 EMPOWERED GENRES
genetic engineering programs. Their tion, blindside the foe by teleporting – adventures” differ from “super-
abilities are generally impressive but and then drop him with an old-fash- heroics” in their stronger grounding in
not as flamboyant as those of comic- ioned punch. plausibility. “Single source” games
book superheroes – enhanced may be more satisfying.
strength, running speed, and reaction Personal powers may or may not
times, or impressive mental abilities. be unique, but it’s never easy to repli- MODERN
In short, they can appear on TV with- cate them; the world has to remain ANTAGONISTS
out wiping out the special effects recognizably akin to the one in which
budget. Heroes may have the patron- we live. Magic has strange costs, psy- The nature of “modern” opponents
age of a suitably high-tech agency chic or chi powers require innate tal- varies. Monster-slayers fight monsters,
(and an associated Duty), or they may ent and intensive training, and martial arts adepts face crime lords
be freelancers or renegades with dan- advanced technology is experimental, and renegade martial artists, and so
gerous Enemies. expensive, and hard to operate or on. Still, there may be some
replicate. Dangerous inventions and crossovers, and some types can fit in
MODERN ideas may even need be suppressed for anywhere.
ADVENTURE the safety of the world.
GENRE Gangsters
CONVENTIONS ORIGINS FOR
MODERN ACTION Crime is widespread, and generally
Modern adventure stories combine HEROES seen as a problem, but when the
escapism and fantasies of significance heroes of the story have more-than-
with a grounding in reality. They’re The modern action hero is general- human powers, ordinary muggers and
about being tough enough to deal with ly human, but may be highly trained, bank robbers aren’t serious opposi-
threats, charismatic enough to be pop- technologically modified, or magically tion. Crime needs to be organized to be
ular, and lucky enough to have surviv- talented. He might be an alien visiting a big enough problem.
able adventures – but all in the “real Earth, but even then, he’ll almost cer-
world,” making the competent hero tainly appear human. Gangsters can be played rather
somebody with whom the audience stereotypically, especially in pulp
can identify. That’s not to say that His powers should be reasonably games. In the ‘30s, that means a dark
things should be too easy for the subtle, with origins tied to the theme overcoat and an ill-fitting suit; today, it
heroes – many of them suffer a lot – of the game: technological or geneti- means whatever “street style” is fash-
but even suffering serves to add an cally engineered for high-tech adven- ionable. On the other hand, crooks
edge of gritty plausibility. tures, magical or quasi-magical for with a personal, nonstereotyped
supernatural stories, chi-based for appearance can seem all the more sin-
Heroes are typically self-assured, martial arts games, “moral” (or maybe ister. Some street slang and a sneering,
honorable but not priggish. Many are cosmic) for moral parables about laconic delivery also help the hood or
always ready with a quip, refusing to angels on Earth, and so on. A cam- hit man sound the part; ruthless greed
take enemies as seriously as the ene- paign may mix things up – chi-based and a gun with a high rate of fire make
mies take themselves. Others are and psychic powers can appear in him dangerous.
grimmer, perhaps pursuing justice or magic-oriented games as other
revenge for some terrible incident in aspects of the supernatural. In wilder To provide heroes with something
the past, but even the vengeful hero games drawing their flavor from clear to fight, organized crime may
will generally be wounded and tragic the whole range of “pop fantasy,” any need a strong leader – the crime lord.
rather than blatantly psychotic. Exotic origin may coexist with weird Such a foe may be a ruthless, street-
powers don’t have to be central. A hero superscience. The more power origins smart gang boss, a mobster whose
may set up a situation with precogni- the GM permits, the weirder the cam- underlings owe quasi-feudal loyalty, or
paign will be. Weirdness is fine if that’s a cerebral mastermind. These bosses
what people want, but “modern-day need some pragmatic tactical smarts.
Many have enough corrupt public offi-
Upgraded Animals cials in their pockets, or enough care-
fully arranged cover stories, that
A subcategory of modern adventure fiction features animal protago- heroes who care about due process
nists. Aside from fantasies in which animal intelligence is simply taken will have a hard time bringing them
as given, this can be explained in terms of biological or cybernetic down. Even if they die or go to prison,
experiments “uplifting” the creatures’ intellects. the mean streets will soon throw up a
replacement.
Animals can be created as PCs in GURPS easily enough. They won’t
generally have actual powers (unless these are a separate side effect of Crime bosses are unlikely to have
the experiments), but they may well have “animal abilities” such as powers of their own, but it’s not
flight or superhuman senses. impossible; it might help them keep
employees in line. A boss who feels
threatened by empowered heroes may
employ empowered enforcers and
bodyguards.
EMPOWERED GENRES 211
Terrorists While most fictional terrorists have some PCs entertained while the party
normal human levels of competence, leader tackles the boss. Because the
Terrorists make effective villains an empowered foe who dedicates him- evil master and his lieutenant can
because of their edge of uncontrolled self to extremist ideals is especially resemble dark mirrors of the heroes,
violence. Ordinary criminals are, for fearsome. A super-terrorist may sim- such fights can become very personal;
the most part, merely selfish; they only ply perform acts of spectacular vio- revenge is often an important motive.
cause harm to others when there’s lence, but an even greater threat might
something in it for themselves. come from subtler powers. If fanatics Mad Scientists
Terrorists, on the other hand, are in are hard to stop at the best of times,
the business of spreading fear and how much worse would they be if they Mad scientists, a common feature
destruction. They are often fanatical could divert guards with mind control of “pulpier” tales, make dangerous
and sometimes suicidal, making them or anticipate countermeasures with opponents because they can match
harder to stop and deadlier when they precognition? even the smartest hero for intellect,
succeed. and their creations are often formida-
Evil Masters ble in combat. Fortunately, they’re
Terrorists can also challenge also mad. They rant wildly, less
heroes’ assumptions and beliefs. If the hero who desires powers and interested in conquering the world
However deranged their methods, they cinematic abilities must learn them efficiently than in having their genius
are often inspired by some genuine from a master, the most formidable of recognized. They are especially
injustice or past wrong. This makes it foes may be a master who has turned fond of complicated and unreliable
hard to undermine their fanaticism to evil. deathtraps.
and gains them support from less
active but equally dedicated sympa- The classic evil master sees power Any self-respecting mad scientist
thizers. It also means that heroes who as desirable in itself, rather than as a will have created at least one example
track them back to their bases or seek tool or a side effect of enlightenment. of applied superscience. This may
to analyze their strategies may con- He may enjoy using his training for simply be an invention from a tech
front their own side’s dirtier secrets. the dominance it gives him over oth- level or two ahead of the rest of the
ers, he may employ it only occasional- game world – modern players in pulp
ly to keep minions in line, or he may games may recognize the “death ray”
become a mercenary or a thief, inter- as a laser, or the “super-bomb” as a
ested primarily in material comforts. nuclear weapon – but mad science is
He might teach others without worry- often rather divergent, contradicting
ing about what use they will make of mainstream scientific theories.
his teachings, accumulating a follow- Villainous inventions are usually the
ing of guards and ambitious students. sort of dangerous science which needs
Most of these will be relatively weak, to be suppressed, and mad scientists
dangerous to PCs only in numbers, often give up on an idea after it’s been
but many evil masters have one very used on one failed plot, and move on
tough lieutenant who can handle to something new.
important missions and watch the
master’s back. Supernatural Monsters
Heroes may find themselves fol- When modern-day “empowered”
lowing the sort of mission path often stories feature supernatural creatures
seen in video games, dealing with as opponents, they usually fall into
hordes of minions, then some tougher one of two general types. The beast is
guards, then the lieutenant, and then simply a tough combat opponent.
facing a final fight with the boss. There may be plot complications
Lieutenants can also serve to keep involved in determining its motives
and weaknesses and tracking it down,
as well as in actually killing it.
Supernatural monsters can be smart
and have flexible powers, but a merely
tough or evasive foe, such as a ram-
paging werewolf or an acid-dripping
blob, can be interesting enough for a
single adventure.
The boss monster is a more compli-
cated problem. It has considerable
power, but even more importantly, it
has intelligence, minions, and
great plans. Slaying a beast probably
212 EMPOWERED GENRES
represents the climax of a single sce-
nario; defeating the boss can be the Explorers
climax of a whole campaign.
One alternative plot structure found in the pulps and SF is the jour-
Supernatural boss monsters typically
ney of exploration. The heroes may be literal explorers, or they may be
have extensive, flexible powers, mak-
archaeologists or other sorts of scientists.
ing it hard to destroy them even when
The heroes’ opponents may be rival explorers, especially if there’s
they’re cornered. Some are dark gods
something valuable to find. It’s also possible to discover lost cities or
or embodiments of chaos and cannot
hidden peoples (or, in space opera games, whole planets) run by villain-
be destroyed, only driven off. Other
ous leaders, who will very likely attack the visitors, and who certainly
common boss monsters include “mas-
deserve to be taken down a peg.
ter” vampires and demon lords.
Supernatural monsters have either
of two general natures: traditional or abilities are commonplace. Many tacular; they just have to take place in
uncannily alien. Some ideas about alien creatures are physically formida- back alleys or on remote islands. The
what’s “traditional” for monsters orig- ble, with superhuman senses and virtue of action-adventure stories tra-
inate in the pulp era or thereabouts – strength, as well as claws or fangs. ditionally lies in energy and speed.
the suave vampire is essentially a Horror-story alien races are also Characters may be somewhat two-
Victorian invention, while the bipedal sometimes shapeshifters, enabling dimensional, and plots rather pre-
“wolf-man” is largely a creation of the them to infiltrate human society. dictable, but the stories work because
movies. This category ranges from Many aliens manage without powers they sweep audiences up in the excite-
rampaging werewolves and lurching as defined in this book, but a range of ment of the moment.
zombies, through tragic ghosts that biological and psionic abilities may be
need to be exorcised rather than appropriate. Typically, plots are reactive. A house
destroyed, up to Dracula-style “mas- is reported to be haunted, or criminals
termind monsters.” GURPS details for MODERN begin a crime spree, or vampires are
such creatures can be found in a num- ADVENTURES killing people, and the heroes set out
ber of places, including Chapter 6 of to put matters to rights. The heroes
GURPS Fantasy. Empowered adventurers in a close investigate the problem, distracted
analog of the modern world must be from time to time by lesser villains, vil-
Alien monstrosities range from subtle – otherwise, the setting will lain minions, or personal issues, until
fairly straightforward extraterrestrial soon change beyond recognition. a new development emerges. This may
races up to near-godlike “Things Man Their battles may still be quite spec- not be good news: the villains may
Was Not Meant To Know.” They may achieve some incidental goal, the
have wildly inhuman powers. Psychic heroes may suffer a serious defeat, or
a supposed friend may actually be a
traitor. Thus, the heroes pursue more
Going Macrocosmic desperate courses of action until they
finally confront the villain, just in time
A “macrocosmic” campaign features major protagonists who are to prevent his final victory.
gods, archangels, lords of Hell, or manifestations of universal principles This is an effective plot structure,
or powers – not just superhumans, but beings whose actions literally
shape the universe. Plots in such a setting may involve defending the though it shouldn’t become a strait-
universe or attempting to make a major change in the nature of things jacket. In other cases, a plot can center
– or they may be more personal, even soap-operatic, with the emotion- on the PCs’ weaknesses. They may be
al complications gaining a grand and primal edge. tempted by power or find that their
organization has been corrupted or
A macrocosmic campaign usually features one or more worlds subverted, so that they must reform it
inhabited by normal “human-level” beings. Some of the action takes or escape.
place there, and the protagonists have some reason to take an interest
in these lesser beings. If this world resembles Earth, the campaign will Adventures that follow the format
tend toward cosmic supers (p. 224). If it’s a fantasy world, the cam- of the source material can be highly
paign will have more in common with high-power mythic fantasy episodic. When they resemble short
(pp. 203-208). stories or standalone TV series
episodes, this means thwarting a dif-
In GURPS terms, protagonists in a macrocosmic campaign may be ferent villain or solving a new mystery
built on thousands or even tens of thousands of points, or may simply every week; when they run to greater
transcend the point system entirely – it’s silly to try to assign a point cost length, it means dealing with an
for omnipotence! Such entities generally possess abilities such as very ascending series of threats before
long-range teleportation, matter creation, ESP, Unaging, and defeating the source of evil and bring-
Unkillable, many of them with a Cosmic enhancement – and probably ing about a happy ending. In the latter
substantial Modular Abilities (p. B71), enabling them to do almost any- case, many “chapters” may end on
thing if they really try. cliffhangers.
EMPOWERED GENRES 213
SECRET POWERS
In some campaigns, powers are just to have powers that are part of the This sort of campaign is set in a
important, available to both heroes campaign’s basic concept. However, in paranoid world of plots, spies, and
and villains – but are kept secret from some “conspiracy” campaigns, most betrayal, in which “freelance powers”
the general public. This may be of the conspirators and their oppo- are likely to be hunted down, and even
because selfish factions want the nents are nonpowered humans. those who align themselves with a
added advantages that come when Powers exist, but as the exotic and conspiracy can’t be sure who to trust.
most people don’t know that they rare products of the conspiracy’s The most common power type is
should defend against powers, or experiments or accidents. In that case, probably psionic, but conspiracies
because public exposure would cause empowered PCs who get a real, special may also use advanced technology to
huge problems for everyone. The “vis- advantage should also have an augment their agents (giving them
ible” world is usually based on pres- Unusual Background. technological powers, or biological
ent-day reality, although it’s perfectly powers via genetic engineering), or
possible to set such stories in the his- SUBGENRES even adopt advanced training that
toric past, the future, or a fantasy grants chi powers.
world. Thus, Secret Powers games If “secret powers” games are
have a large overlap with the Modern defined by secrecy, then the genre’s The Scheming Sorcerers
Adventure genre (pp. 208-213); the dif- subcategories are defined by the types
ference is a specific focus on secrecy. of powers involved. In the real world, magic is general-
They also overlap with the Psionics ly regarded as imaginary. But suppose
genre (pp. 217-219), which often Conspirators that modern materialism is a conven-
features subtle powers. with an Edge ient fiction created by scheming
magic-wielders who decided to go
BY THE BOOK: In some low-key stories, the exis- undercover?
SECRET POWERS tence of powers is just one of the
secrets to be discovered – possibly The traditional capabilities of
Powers in a secrecy-oriented cam- even one of the less important ones. magic would give any conspiracy a
paign should be fairly limited, almost This secrecy is enforced by one or huge edge. If the conspirators are
always tightly constrained by the cam- more conspiracies, either because occasionally seen as eccentrics or
paign concept. Some nonhuman PCs they fear those powers and want to lunatics, which just means that their
(such as angels or vampires) may all destroy them or because they are care- victims and enemies are even less like-
have very similar abilities. To keep fully preserving a monopoly. ly to guess what’s really going on. The
things interesting, such beings may sorcerers may be the unchallenged
actually come in subcategories with rulers of the world, or they may face
different specializations and talents. some kind of secret opposition – any-
thing from dedicated secret agencies
Power Level with a little bit of high technology to
old-school religious witch-hunters
Human agents in a game where who might even have divine powers of
conspiracies just know a few useful their own.
tricks should be competent enough to
catch those conspiracies’ attentions, The GURPS Third Edition supple-
but need not be super-powered; 150- ments GURPS Voodoo and GURPS
200 points may be a perfectly ade- Cabal depict such “conspiracies of
quate starting level. At the other end of secret magic.” It’s possible to run
the scale, secret superheroes or angels secret magic games without using
in material form may well come in at powers as such, but there will be some
several hundred points. Nonhuman powers around in most cases.
PCs should have enough points to buy
appropriate racial templates. When in This style of campaign comes close
doubt, GMs should err on the low to “Monster Hunters” (p. 210) and
side; secret powers games are about “Nightmares in Conflict” (below); the
thinking problems through, not blast- difference is that “sorcerers” are gen-
ing them aside. erally human, seeing themselves as
using trained skills rather than gross
Unusual Backgrounds powers. However, there may be some
monsters, subordinate to the human
Here as elsewhere, PCs shouldn’t sorcerers or on a par with them.
have to take an Unusual Background Human PCs may find themselves
fighting demons, exorcising ghosts, or
collaborating uneasily with forgotten
gods.
214 EMPOWERED GENRES
Secret Superheroes pitching cattle-mutilating aliens and seek as a prize, or perhaps some still
vampires against psychics, redneck higher power has made a rule. For
A secret superheroes campaign mutants, and Bigfoot. The PCs might instance, God may have declared that
adopts many of the assumptions and be government agents battling to humans should choose their path of
features of a supers setting (pp. 222- prevent public hysteria, valiant their own free will. Knowing that
234) – except for the ones involving reporters attempting to expose the angels and demons exist, let alone
highly visible public activities, such truth to a mysteriously cynical pub- meeting them, would remove real
as battles between flying, energy- lic, or innocent freaks caught in the freedom of choice.
blasting figures over major metropol- crossfire.
itan areas. This tends to rule out col- One treatment of this theme is
orful costumes, although “secret Nightmares in Conflict Steve Jackson Games’ In Nomine.
supers” may wear practical, rugged The comic Lucifer is another.
gear that could pass as drab body- Secretive beings with vast super- However, the idea of subtle conflicts
suits, and some of them may favor natural powers walk the streets of the of higher powers being fought out in
quirkish personal styles of clothing modern world – and they aren’t the mundane world is probably as old
and appearance. human . . . as religion. Mortals usually serve as
agents of one side or the other, often
The assumption is that the exotic Games on this theme draw on being granted powers of their own
power sources of the typical supers ideas that have long been present in when they sign up.
world exist, but most people who dis- genre fiction. The reason
cover that they have powers also why the powers and con- SECRET
decide to be tactful about them. They flicts in this subgenre are POWERS GENRE
may fear persecution by frightened kept secret is usually sim- CONVENTIONS
“normals” or be controlled or hunted ple. While the monsters
by some powerful agency that wants are powerful, maybe even In a Secret Powers campaign,
to preserve a near-monopoly over controlling society from there should be some logical reason
powers. Hints about the existence of the shadows, they couldn’t that will convince individuals who
super-powers may seep out to the stand up to the combined know the truth not to speak out. The
public and press, but be dismissed as power of an alerted and powers themselves may not be visi-
exaggerations or sheer nonsense. angry human race. So ble, or ordinary mortals may forget
Very few observers understand the even rival “monster” fac- or rationalize away anything that
potential of the most powerful tions unite to hunt down they do see. There may also be some
supers. anyone who threatens powerful faction or agency diligently
their security. Fortunately enforcing the secrecy. Really sophis-
In such a campaign, there is less for them, few people in ticated conspiracies may even fight
need to make combat nonlethal than the modern world believe battles in public in broad daylight
in a standard “four-color” game. PCs in monsters. Because of without anybody noticing; in that
are more likely to be secretive if they this secrecy, such games case, anyone who does anything
face a real danger of being killed by a tend to focus on power obvious must be assumed to have
lucky shot from a thug or security politics and social scheming, but the lost by default (unless they can utter-
guard, and the fear of persecution is protagonists have powers in reserve ly obliterate their opponents in the
more likely to seem real if some supers for when they need them. process).
sometimes kill “normals,” accidentally
or otherwise. Campaigns may also be built
around (fairly) normal mortals discov-
Comic Illuminati ering terrible secrets, though the pow-
ers will lie in the hands of NPCs only.
Many ideas about secret conspira- Games of empowered hunters fighting
cies and hidden powers are rather against secret monsters move toward
ridiculous, especially for anyone who the “Monster-Hunters” subgenre of
tries to believe all of them. It’s entire- Modern Adventures.
ly possible to play them for comedy.
Although many “conspiratorial” Heaven vs. Hell, Today
games exclude superhuman powers,
or at least downplay them to keep the Or Heavens vs. Hells, or Law vs.
focus on serious human concerns, a Chaos, or whatever. Great cosmic
comic game can let them run riot. powers use the Earth as their battle-
ground, but secretly and relatively
The GURPS Third Edition supple- subtly. Perhaps there’s an explicit
ment GURPS Illuminati University agreement not to worry their mortal
shows one example of this comic pawns too badly, perhaps both sides
approach. Many beings who students simply recognize that an overt battle
could encounter had powers of one would destroy the world that both
sort or another. A “supermarket
tabloid” game could also work,
EMPOWERED GENRES 215
In many cases, the structure of the campaign will define
both the origin of the antagonists and the nature of their
powers. Rivals with similar or diametrically opposite
powers provide strong, interesting opponents, and plenty
of motivation to fight.
Factions and conspiracies are not dent of birth, then empowered char- Rival Powers
only a common feature of this genre, acters may find themselves hunted
they can also provide a source for by powerful forces, intent on recruit- In many cases, the structure of the
powers. Such conspiracies are usually ing or destroying them. campaign will define both the origin
ancient and appear monolithic to out- of the antagonists and the nature of
siders, while actually being shot Conspiratorial groups will try their powers. Rivals with similar or
through with factional politics. Their hard to control powers and power- diametrically opposite powers provide
prime concern is usually power for its wielders. When a faction has exten- strong, interesting opponents, and
own sake, but they may also have spe- sive access to powers, those powers plenty of motivation to fight. Their
cific ideas about what’s good for are likely to be either the basis for its main drawback for plot purposes may
humanity . . . or more cryptic objec- whole existence – their origin is also be that the PCs have little reason to do
tives, obscure even to their own the origin of the faction itself – or the anything except fight them, at every
agents. Naturally, they must be ruth- key to its strength, and hence one of opportunity.
less and efficient, although they may the most important secrets which it
have become somewhat cumbersome must keep. Turncoat Powers
and inflexible over the years. Different
factions are usually bitter rivals, but If, on the other hand, such groups A slightly more complex type of
there is often a certain amount of are weak or relatively ineffective, and opponent is one who started out on
quiet cooperation going on. humans gain powers at random, the same side and chose to turn
there will probably be a number of against his former allies. Given that
There are often places where pow- confused and nervous power-wield- intrigue and betrayal are often part of
ers can be exercised in relative safety, ers wandering around. Some may be a secret powers campaign, such foes
perhaps even more effectively than located by well-meaning groups; oth- are bound to appear from time to
usual. These may vary from minor ers may find each other and form time. They will probably have
secret bases and hidden schools, up to secret gangs or societies; others betrayed important secrets to the
whole extra-dimensional realms – again will doubtless fall into the enemy, and quite likely cost some lives
Heaven and Hell, spirit worlds, clutches of criminals, minor conspir- in the process, so they can inspire con-
dreamlands, and so on. These secret acies, or fanatics. This can give a siderable righteous wrath.
places can serve as strongholds . . . or campaign its overall structure: the
battlegrounds. PCs start out trying to survive, then Moreover, played cleverly, they can
join or form a stable group with an unnerve their former friends just by
SECRET POWER ideal, which eventually has to solve existing. Introspective PCs should
ORIGINS the problems caused by less fortu- wonder if they, too, could fall – and
nate or high-minded individuals. maybe reassess the reasons for their
The power origins appropriate in loyalty. What tempted the traitor? Or
a secret powers campaign are largely SECRET POWERS is betrayal sometimes the honorable
determined by the subgenre. What ANTAGONISTS course?
does matter is how the PCs discover
they have powers, and how they Enemies for secretly empowered Mortals/Mundanes
react to the discovery. If powers are PCs must either know about the secret
seen as a curse, there’s scope for lots or be powerful enough to be a threat Although powers should provide a
of angst. If they are given out, very anyway. An enemy may know enough serious advantage, “normals” can
carefully, to loyal agents of the con- to be a threat without knowing every- still be a threat. They have numbers,
spiracy, then empowered “freelance” thing, and any foe tough enough to some of them can fight, and the need
PCs must be rebels, which requires a survive a battle against the heroes will to preserve secrecy can be crippling
lot of explanation. If they’re an acci- come out of it with some idea about in combat. (Morality aside, “leave no
their nature. witnesses” isn’t always a feasible
option.) Depending on the setting,
216 EMPOWERED GENRES
religious faith – or strong unbelief – Illuminati
may even disable some powers.
Historically, the Illuminati were (or are believed to have been) a
In worlds resembling present-day secret society founded by Adam Weishaupt in Bavaria in 1776, with the
reality, “mundanes” include police and objective of taking over the world. Although it was apparently sup-
intelligence agencies with substantial pressed by the church and German governments in the 1780s, some
resources and excellent investigative conspiracy theorists believe that the society survived and plays a large
skills. The question of how much “the part in the hidden history of the world.
government” knows can become a
worrying problem. More generally, the term “Illuminati” is used for any powerful,
secret, conspiratorial group. The term hints that the conspirators pos-
SECRET POWERS sess a special understanding of the world that guides them in their quest
ADVENTURES for power. A number of groups have claimed such knowledge through-
out history, including the Cathars and the original Assassins. Because
A secret powers campaign should such groups are secretive, they are prime paranoia fodder.
involve subtle, thoughtful adven-
tures. The PCs or their foes may be While Illuminati-style groups are often portrayed as basically ordi-
able to deploy formidable powers, nary humans, the idea that they are “illuminated” can suggest that they
but public fireworks are discour- have special powers. If nothing else, it is only logical for an Illuminatus
aged. Careful planning should be at to have the Illuminated advantage (p. B60). Special knowledge and
least as important. Plots can cover insights can also suggest psi powers (especially ESP or telepathy). Some
faction politics, investigations of of the original Illuminati certainly dabbled in magic. Wealth might
which groups are responsible for grant access to advanced technology.
which events, efforts to recruit or
eliminate new talents or to escape enemies, or pull off some weird and whatever hidden realms or pocket
being recruited, protecting secrecy, dangerous scheme – the PCs may have dimensions exist. However, quiet vic-
and preventing witch-hunts. to do whatever’s necessary to stop tories are best.
them. Likewise, there will be battles in
Which is not to say that the occa- another 50 points, plus more from dis-
sional big set-piece battle is out of the PSIONICS advantages, to buy powers. They
question. If one group goes for broke – might also be banned from buying
attempting to grab power, destroy its Power Level more than one or two levels of Talent
at the start.
An entire fictional genre has devel- PC point totals should be deter-
oped around what it might be like to mined by the campaign’s intended Unusual Backgrounds
be able to manipulate the world atmosphere and style. “Adolescence
directly using force of will, examining metaphor” stories can feature limited When psi powers are the campaign
what the consequences of such pow- starting values, as low as 50 points and focus, there’s no need to require an
ers might be for society. Such stories certainly no more than 150, although Unusual Background. However, if
often involve newly discovered psis GMs may be generous with experience they are rare and hard to control, and
being persecuted by fearful normal to represent the flowering of new pow- PCs may well be nonpsionic, an
humans or exploited by amoral ers. Protagonists in the “psychic wars” Unusual Background may be appro-
power groups. In other tales, psis are are usually more experienced and priate, with a level depending on how
established, respected figures – cops capable psis or brilliant researchers, rare psi powers are.
in futuristic SF settings, or wizards in tough secret agents, or special forces
pseudo-medieval fantasy worlds. In troops; 250 points would be entirely If most psis peak at a specific
still other settings, psi powers are reasonable. Space-opera or fantasy power level, exceptional individuals
widespread enough that those who games can feature truly formidable might be seen as very special. If most
possess them aren’t automatically psis, built on several hundred points – teleporters are limited to line-of-sight
very remarkable. though more than about 750 is proba- “jumps,” someone who can teleport
bly getting out of hand. several miles into a place he can’t see
BY THE BOOK: can bypass most anti-teleport protec-
PSIONICS One option that can work very well tions. Such a PC might have to take a
is a split of starting points. Players in 50-point Unusual Background.
PCs in Psionics campaigns can rely an “adolescence metaphor” game
as much on courage and skill as on might be given 25 or 50 points with a
powers, or they can be galaxy-domi- disadvantage cap of -10 or -20 points.
nating supermen. On top of this, however, they get
EMPOWERED GENRES 217
SUBGENRES protected by conventional means. genetics means that family relation-
They can also guard against both ships sometimes loom large; heroes
Subcategories of the psionics genre psionic and mundane spies. and villains may turn out to be
are defined partly by the setting, Intelligence agencies would naturally cousins or brothers.
and partly by the nature of the lead become major players in the psychic
characters. wars. Even without psi, protagonists PSIONIC ORIGINS
are often asked to do terrible things to
The Adolescence defend against enemies who are sup- Psi powers are generally either
Metaphor posed to be worse. Psionics merely inborn or the product of a special
adds an extra level to this. training regime, newly invented or
Protagonists may discover their kept very secret (thus explaining why
powers in adolescence and have to “Psychic war” stories often feature not everyone has powers). These two
come to terms with being different. experimental technology and drugs origins can be combined; individuals
They may spend some time feeling that boost or emulate powers. These can have different degrees of potential
lonely and persecuted before finding inventions may be dangerous to the psionic power, but those with aptitude
others of their kind. When they even- user. GMs can see GURPS Ultra-Tech may still need training to unlock it.
tually master their powers, they for useful ideas, but should limit tech-
become formidable. This plot appears nological aids; these stories are prima- If some humans are born psis,
in A.E. Van Vogt’s Slan and numerous rily about people, not raw power. there should be some explanation why
children’s SF stories. psi powers weren’t widely noticed for
Science Fantasy much of history. If the power needs
In other words, psi can be a training or technological aid to be
metaphor for adolescence. If the Science fiction (pp. 220-222) main- effective, the process could be newly
youth gains power and respect quick- tains at least a façade of rational logic, invented or an old secret. Psi talents
ly, this is wish fulfillment; if he has to generally treating psionics as suscepti- could be a mutation triggered by radi-
learn hard lessons, it is more of a ble to rational analysis. Science fanta- ation from nuclear technology, some
moral fable. In this type of story, wide- sy uses some of the same tropes, but kind of industrial pollution, or a side
spread psi may be new, or at least drops rationality in favor of an effect of a new drug. Meddling aliens
secret, ensuring misunderstandings extreme sense of wonder. Psi may in the distant past may have inserted
and probably persecution. function very much like magic, along- the genes into human cells, to be acti-
side incomprehensible “ancient tech- vated at a certain point in our evolu-
Alternatively, psi may be well- nologies” and suchlike. tion. Or perhaps latent psi powers are
established but difficult to master. The simply very hard to trigger, and only
adolescent psi might have to deal with Science fantasy may be set in the the modern world’s population makes
manipulative factions, press attention, far future, with technology either them statistically likely to occur – but
and friends and family, who may be regressed or advanced and splintered once they’ve been found, science can
jealous, frightened, or exploitative. into barely comprehensible arts; in learn to trigger them in others.
some galaxy far away and quite possi-
The Psychic Wars bly long ago; or in a world trans- PSIONIC
formed by catastrophes or miracles. ANTAGONISTS
In the present or near future, psi (See p. 220 for more on post-catastro-
powers have been discovered. phe stories.) Psionic gifts in such set- At a minimum, effective opponents
Training methods or psionic technolo- tings may be the result of mutation or must be able to withstand the most
gy are being developed, but this new genetic engineering, or taught by common psi powers – which usually
source of power has been co-opted by organizations styled like a temple or a means, given telepathy’s prominence,
powerful factions – governments, school of magic. that they need good mental defenses.
intelligence agencies, and giant corpo- The ability to hit back is less crucial;
rations – and kept secret. The heroes PSIONICS GENRE the heroes are usually ordinary
are psis who just try to do the right CONVENTIONS human beings with a few exotic tal-
thing. This is the basis of a number of ents, and unless they happen to have
SF novels and Japanese manga and Being “special” is often depicted as strong telekinetic shields, weapons
anime stories. lonely and alienating, and a psi can such as firearms are sufficient once
still be a failure despite his advan- the violence starts.
Plots can range from “adolescence tages – but powers, especially telepa-
metaphor” tales with dark and ruth- thy, can also be a way for an individ- The Conspiracy
less parent-figure factions to super- ual to form relationships. High power
hero stories with less-flashy costumes. levels may cause someone, usually a Psi powers may enable their pos-
The most typical treatment, though, villain, to tip over into megalomania. sessors to ferret out secrets, cause car-
overlaps with the “Secret Powers” Normal humans are often shown as nage while seemingly unarmed, or go
genre, borrowing much of its style fearing and persecuting what they places where normal people can’t. Any
from paranoid conspiracy thrillers don’t understand. The genre’s con- self-respecting conspiracy will want to
and the grittier sort of espionage story. cerns with accidents of birth and control such powers itself – or, if that
Telepaths and ESP users make effec-
tive spies, able to ferret out any secret
218 EMPOWERED GENRES
isn’t possible, to destroy them. In sto- sponsored assassins may expose the Aliens
ries about psionic powers, there is fact. Unless propaganda has turned
often at least one conspiracy run by the citizenry against psis on a massive Psi powers typically appear in sci-
amoral psis. scale, these abuses will probably be ence fiction or modern-day paranoia
shut down. The government will settings. Both of these also commonly
A conspiracy of competent psis, in doubtlessly disavow these “horrific feature aliens, which may be a com-
a world with few countermeasures, excesses” and promise a thorough pletely separate aspect of the setting
will be extremely powerful, able to house-cleaning. How sincere they are or be tied up with the presence of psi.
overwhelm any ordinary PC group, about this, and how much they really Human psi powers may have devel-
even one with psi powers of its own. knew, depends on the general nature oped as a result of alien experiments
Unless the heroes are meant to be of the campaign. Even if the country on kidnapped humans or have been
hunted fugitives, it’s necessary to limit isn’t being run by paranoid murderers, unlocked by alien teachings. Ancient
the conspiracy’s capabilities. they may be scared or amoral enough alien visitors may even have implant-
to turn a blind eye. ed genes for psi power . . .
If the conspiracy’s leaders are
much more powerful than the PCs, Rogue Psis Aliens may be as psionically adept
the campaign has an inherent balance. as humanity, much more powerful –
The heroes can defeat any number of The obvious opponent for a psi or psionically weak, even “psi-blind.”
enemy agents, but if they ever cross hero is a psi villain. “Rogue” psis may Such crippled aliens will need other
paths with their chief antagonists, be amoral mercenaries, puppets of an resources to make them serious antag-
they’re in serious trouble. Matters enemy faction, or ruthless power-seek- onists; one obvious option is superior
come to a satisfying climax when the ers. Major “rogue” psis will often be technology, with perhaps just enough
heroes have acquired the resources or knowledge of psionic science to build
skill to defeat those leaders. more powerful than the PCs at the some kind of limited anti-psi screens
start of the campaign, which may well or jammers. Meddling amoral aliens
The Government center on gaining the experience and might be trying to transform humani-
training to defeat them. They usually ty into obedient psionic servants and
From a sufficiently cynical or para- have one of two personality types: tools. Aliens in these stories are often
noid viewpoint, a government differs nervous and dangerously unstable, or shapeshifters, infiltrating human soci-
from a conspiracy only in that its exis- coldly controlled. The former are like- ety. This makes them hostile to tele-
tence, and some of its activities, are ly to be puppets or mercenaries, mere- pathic humans, who can penetrate
public knowledge. Politicians and law ly after profit or short-term survival. their disguises. Aliens might also have
enforcers could probably make a plau- Conversely, powerful mercenaries and psi powers that are different from
sible case for controlling those who psionic master villains must be calm those possessed by humans – humans
have psionic powers. They may be sin- and efficient. can read minds while aliens can mas-
cere in such concerns, frightened for ter telekinesis, or humans can teleport
their own power, or a little of each. A specific type of rogue psi found much farther than aliens but take
in some stories is the psychic vampire, longer to trigger the power.
Rulers usually attain their posi- who takes energy or satisfaction from
tions by political skill or social influ- others. This may involve draining life PSIONIC
ence rather than raw personal power, energy directly or feeding on extreme ADVENTURES
but they can recruit formidable aid . . . emotions. Those who steal enough to
and they have the resources of a whole kill each time, or who feed on suffer- Psionic campaigns tend to be cat-
nation to call upon. Also, the PCs can’t ing, are monsters; the heroes’ main and-mouse games of investigation and
just destroy them and walk away. task is usually just to stop them. detection, subversion and evasion,
Someone has to run the country, and if However, their behavior may be a with occasional outbursts of violence.
the old leaders were destroyed by psis, form of addiction, making them not While these set-piece battles can be
their replacements may be even more cold-blooded serial killers but twitch- exciting, it’s often more important that
determined to deal with the problem. ing junkies. the campaign includes interesting,
motivated, capable figures on both
Psis who discover that others of sides, and a slew of ongoing plots and
their kind are test subjects in secret problems for the heroes to tackle.
government labs or targets for state-
Adventures also often become jour-
neys of self-discovery for the heroes,
as they learn to control their powers,
moving from early vulnerability to a
level where they can defeat some great
enemy. GMs should permit players to
spend bonus character points on abil-
ities and Talents at a rate that reflects
such progress.
EMPOWERED GENRES 219
FUTURISTIC SF
SF games are most likely to feature sapient android in the Federation. Modern Space Opera
technological, biological, or psi pow- However, he’d have to pay points for
ers. Others appear on occasion, but his strength, resilience, and rapid cal- Space opera evolved from its pulp
too much that’s explicitly supernatural culation ability anyway, and they only roots to its modern form. Modern
(as opposed to merely “beyond the rarely give him a significant advan- “media” space opera really begins
comprehension of current science”) is tage. He’d probably have a 10- or 20- with the appearance of Star Trek in the
likely to destroy the sense of quasi-sci- point Unusual Background. ‘60s. GURPS Traveller is one of many
entific logic that distinguishes the examples of this subgenre in RPGs.
genre. John Crichton, in Farscape, would-
n’t have an Unusual Background as Modern writers pay at least lip
BY THE BOOK: the only Earthman in his part of the service to scientific and technological
FUTURISTIC SF galaxy; that merely makes him a logic – starships use fusion or antimat-
minor curiosity. He probably does ter power and “hyperspace” or “warp
Futuristic SF may have ordinary have one for his unique comprehen- drives” – and the special effects have
human protagonists, with an occa- sion of wormhole physics, especially grown increasingly impressive over
sional alien or robot who has fairly his intuitive ability to anticipate time. Some writers seek to merge hard
minor powers, or it may focus on wormhole events. SF into stories of spacefaring adven-
powers. ture; others set “gothic” tales in the far
SUBGENRES future, with ancient, decadent stellar
Power Level empires and half-forgotten science.
While hard SF is very different Aliens, robots, and other characters
SF campaigns with “normal” from space opera, the two are on a with superhuman abilities remain
human heroes usually involve skilled continuum, with all sorts of “space- popular. Psionics have faded, as real-
individuals with all the benefits of ships and blasters” stories somewhere world research has failed to produce
high-tech medical care and advanced in between. clear evidence of their existence, but
educations. The usual minimum for they still sometimes appear.
starting PC point totals is 150 points, Pulp Space Opera
and 200-250 is quite reasonable for Post-Apocalypse SF
elite interstellar explorers and ultra- SF as a marketing category was a
tech commando squads. Disadvan- product of the pulp era (see p. 209). Post-apocalypse SF is based on the
tages tend to be minor. Advanced Pulp SF ranged from “planetary idea of some disaster wiping out civi-
medicine and psychology should elim- romances” by the likes of Edgar Rice lization. In some less-realistic ver-
inate many problems, and elite servic- Burroughs and C.L. Moore, with sions, some of the survivors develop
es prefer stable, adaptable recruits. heroes wandering the deserts of Mars powers. Their offspring may display
or the jungles of Venus, to the galaxy- radiation-induced mutations, or the
Cinematic games featuring “best of spanning interstellar wars of E.E. disease virus may have bizarre side
the best” heroes – psis, genetically “Doc” Smith (see GURPS Lensman). effects. There may also be some “old
enhanced humans, or aliens with “Space opera” developed in the pulps. technology” around, including robots,
expensive racial packages – can move Most had continuous action and cyborgs, or the products of genetic
into the 300-to-500-point range. straightforward morality, with little engineering.
Lensman-style galactic champions or time for thoughtful scientific specula-
posthumans with a huge array of tion – chemical rockets could span Such settings often resemble genre
genetic modifications and access to interstellar distances and atomic fuel fantasy, with “feudal” rulers dominat-
extraordinary cybernetic resources could be hurled into furnaces with ing patches of the landscape and mon-
can go even higher. shovels. This style spread to comic sters lurking in the wilderness. They
strips and movie serials such as Flash also have an element of horror, given
Unusual Backgrounds Gordon and Buck Rogers. The Star the billions of deaths in the back-
Wars movies are a modern recreation. ground story.
An Unusual Background is only
required if the PC has something both Such stories most often featured Transhumanist SF
unusual in the setting and genuinely square-jawed or intellectually bril-
advantageous. Merely being an alien, liant human heroes. Writers looking Modern hard SF abandons the
genetically enhanced, a psi, or a robot for more-futuristic thrills would less plausible wonders of space
doesn’t qualify. Being a member of a often throw in a few aliens who opera, avoiding “superscience” tech-
rare species or embodying experimen- might have exotic racial abilities (i.e., nologies such as antigravity and
tal technology might. biological powers). Aliens and faster-than-light travel. It can still fea-
human heroes could also be psis; ture impressive personal powers,
Data, in Star Trek: The Next Smith’s stories involve enormously because transhumans are less bound
Generation, is the only (known) powerful telepaths, and what is Star by limitations that earlier writers
Wars’ Force but psi power? took for granted. Settings range from
cyberpunk worlds with cyborgs and
220 EMPOWERED GENRES
vast computer networks to “transhu- function as simply another gadget. ORIGINS FOR
manist” futures such as the one That said, a few stories take a broader SF HEROES
depicted in Transhuman Space. approach; some of Roger Zelazny’s
novels, such as Lord of Light, involve a SF heroes tend to be fairly normal;
“Transhuman” or “posthuman” wide array of technological and psi even aliens or robots with exotic pow-
heroes may be heavily genetically powers, used with almost superheroic ers are, after all, just born or built that
modified, with biological abilities flair. SF writers and fans may talk way. Psi powers may be inborn or pro-
impossible to ordinary humans, or about the genre’s regard for scientific duced by training, or even induced by
they may be computer programs – consistency, but space opera tends to superscience, but those are just fea-
artificial intelligences or “uploaded” use the trappings, not the rigor. tures of the setting. Typically, starship
human minds – installed in robot crews or soldiers in interstellar armed
bodies. However, this is hard SF, and SF and Psionics forces are depicted as receiving good
abilities should look scientifically training, but that’s just how elite
plausible. A genetically enhanced Psi powers are sometimes assumed explorers and warriors tend to be.
transhuman might produce shocks to be a natural aspect of the universe,
like an electric eel, given extensive as comprehensible and controllable as A few empowered SF heroes do
modification, but throwing lightning electricity, which means that psionic have unusual abilities even by the
bolts hundreds of yards would be dif- science and technology can exist. standards of their universes. They
ficult with any sort of biological body. “Psionic SF” includes near-future vari- may be exposed to weird influences on
Likewise, a robot might be capable of ants of the adolescence metaphor (see strange worlds or in the ruins of fallen
flight, but would need wings, rotors, p. 218), post-apocalypse stories in alien civilizations. Or they could be
or a powerful engine. which psi ability is a common muta- changed and trained by meddling
tion, and grandiose space operas in super-aliens. In “transhuman” SF, they
SF GENRE which the heroes’ mental powers com- may well be genetically modified – a
CONVENTIONS pete with starship weaponry to pro- theme which earlier space opera
vide the most spectacular set pieces. avoided, although a kind of selective
Science fiction is a broad field; the breeding was common enough,
conventions and possibilities of the Space opera doesn’t pay too much whether informal (as with heroes who
space-going version are discussed at attention to theories about psi. It’s a came from heroic families) or deliber-
length in GURPS Space. When they plot device and a source of wonder. ate (as in the “Lensman” stories).
concern themselves with personal However, stories may feature psionic
powers, however, stories are often technology, including devices such as SF ANTAGONISTS
more limited. An alien race or human “psionic shields” that enable normal
mutant may possess a single ability, humans to defend themselves against Space travel may lead to encoun-
or a robot’s built-in systems may telepathic intrusion. ters with dangerous beings, but
human society also continues to pro-
duce criminals, tyrants, and other
nefarious individuals.
Militaristic Aliens
Militaristic aliens range from
unemotional robotic conquerors to
glory-loving macho warriors. Their
cultures tend to be extremely regi-
mented, with huge military budgets.
They see human society as weak and
divided, although they may respect
some human warriors as honorable
opponents.
Militaristic aliens don’t have to
have powers – good weapons, deter-
mination, and numbers can achieve
plenty. If they are empowered, they
may all have offensive abilities (rarely
better than a good blaster, but symbol-
ic of their attitude), or they may
include a subgroup of spies or leaders
with advanced mental abilities.
They are generally quite tough – well-
armored or just very healthy.
EMPOWERED GENRES 221
Sneaky Aliens
Whereas militaristic aliens set out
to conquer the universe by raw power,
organization, and frontal assaults,
sneaky aliens are masters of subver-
sion and intrusion. Typically psis or
shapeshifters, they may set out to soft-
en their enemies up for a military
assault, they may seek political power,
or they may be totally selfish preda-
tors with strictly individual goals.
Some are carnivores with a fondness
for sapient flesh – SF counterparts to
the vampire and werewolf.
Star Beasts aliens naturally have vast, almost p. 213) or warfare. Some heroes are
supernatural powers. fugitives, with enemies who think it’s
Nonsapient animals shouldn’t usu- worth chasing them across light-years.
ally be a threat to well-equipped high- A cosmic alien who wants to Life on board a starship can lead to
tech heroes, but some may have bio- destroy ordinary beings can generally technical problems and stories of
logical or psionic powers that com- do so with ease, unless other cosmic interpersonal relationships. Cosmic
pensate for lower intelligence and aliens work to prevent it. Cosmic aliens can show up and cause trouble
their lack of technology. Human antagonists in SF are more often nui- for their own peculiar reasons.
heroes may find themselves trapped in sances: playing games with the heroes,
a base or starship, light-years from studying them and setting weird tests, Other stories are set on inhabited
home, with limited equipment and an or using them as pawns in complex planets. Detective mysteries, espi-
alien monster on the loose. One mod- plans. Heroes may play along, try to onage, and diplomatic relationships
ern cliché is a devious and ruthless distract or even outwit the alien, work can all be given a few twists by the
human faction that wants to capture with its cosmic rivals, or study it for presence of aliens, robots, and
the star beast for exploitation, and to weaknesses. advanced technology. Psis struggling
whom the heroes are disposable. for control of a near future world over-
Monsters typically display instinctive SF ADVENTURES lap with the “Secret Powers” genre.
cunning, as well as implausibly active Dealings with alien civilizations or
metabolisms and bizarre life-cycles. Space opera plots are often high- “transhuman” changes in the nature
energy action-adventure stories of humanity can lead to violent con-
Cosmic Aliens involving exploration (see the box on flicts over long-term policy.
Militaristic or sneaky aliens want SUPERS BY THE BOOK:
power and control over others, but SUPERS
cosmic aliens already have lots of meaningful codenames. However, it’s
power – and want to play with it. perfectly possible for superhero sto- Supers campaigns in general have
Space opera uses such beings as plot ries to feature subtle characterization few constraints – both the level and the
devices, with little regard for plausibil- and moral complexity. range of powers may be vast. This, of
ity – but then, it’s hard for humans to course, makes it extremely important
say what is plausible behavior for a This genre originated in comic for the GM to make all relevant facts
vastly superhuman being. Cosmic books, and that remains its primary about the setting very clear. If magic
medium, although “supers” have also doesn’t work, or technological mind
Tales of superheroes and supervil- appeared in novels, radio, television,
lains, sometimes known as “comic- and the movies, often as spin-offs
book supers,” place high-end powers from comics.
in the foreground. They will usually
involve several different power types.
Villains want to fulfill their selfish
desires, heroes want to stop them,
and the fights are spectacular. These
stories can verge on a kind of morali-
ty play, especially as both sides
often favor flamboyant costumes and
222 EMPOWERED GENRES
shields are available off the shelf, say cosmic entities influencing probability while villains were evil and had to be
so! Superhero comics have featured to create all these champions. stopped, though heroes could always
virtually every type of power, though manage this without excessive force
“moral” powers are rare; the genre In a more restricted campaign, the or moral compromise. Deep character
takes enough of a modern, materialis- Unusual Background advantage may motivations and detailed attention to
tic approach that people aren’t usually restrict the really unusual or offbeat. continuity were uncommon.
powerful just because they’re very PCs who’ve mastered some wide-
good or evil. On the other hand, a cam- spread power source that most people The “Silver Age,” starting in the late
paign might focus on a single type of are still struggling to comprehend or ‘50s and early ‘60s, produced what is
power, such as mutations or magic, who have access to advanced tech- now generally seen as the archetypal
and explore that theme. nologies in a world where most pow- pattern for superheroes. The colorful
ers are magical might qualify. The cost costumes, morality, and powers sur-
Wildcard skills (p. B175) are often is up to the GM, but should usually be vived from earlier days, but super-
extremely appropriate. Super-scien- quite high (at least 10% of starting heroes now gained deeper characteri-
tists aren’t just bright and well-read; base points); supers PCs have a lot zation and a little more attention to
they’re frequently omni-competent. of points to play with, and unusual continuity and plot logic. Dialogue
An instinctive grasp of every weapon character features may amplify the became wittier and more verbose, and
in a broad category or a spectacular effectiveness of already-significant heroes sometimes slipped into angst
talent for all sorts of engineering powers. or pretentiousness.
may be classed as a super-power in
its own right – so combining SUBGENRES With decades of history behind
Gadgeteer, Gunslinger, or Weapon them, and many ideas having seen
Master and a wildcard skill may be Most supers subgenres derive from heavy use, the modern four-color
entirely appropriate. phases in the history of comics over style tends to be somewhat self-
the last 60 years or so. Some even rep- aware, even cynical. “Mainstream”
Power Level resent conscious reactions to some- superheroes remain essentially
thing that went before. moralistic, but it’s possible for them
“Supers” are by definition superior to endanger opponents and maybe
to the run of humanity. The absolute Four-Color Supers even cause some deaths; accidents
minimum plausible starting level for happen. Meanwhile, supervillains,
the grittiest vigilante campaigns is 250 The “baseline” type is usually set in who always had an uncanny ability to
points, and most will start at higher the present day, but sometimes takes survive defeats and escape from pris-
levels – possibly much higher, from place in a space-operatic future or the ons, sometimes seem close to victory.
500 up to 1,000 or more. The higher recent past. “Four-color” stories fea- In an uncertain and complicated
the baseline point total, the more ture spectacular powers, flamboyant world, four-color heroics sometimes
important it is to provide guidelines costumes, melodramatic dialogue, shades into other subgenres.
for reasonable attack damage levels, and fairly clear morality – all stuff
defenses, and so on. appropriate for comics aimed at fairly Four-color superheroics can seem
young audiences. Still, the basic for- artificial and slightly campy, with
Unusual Backgrounds mat is robust and adaptable. “superheroism” treated as a career
choice, “supers” forming trade associ-
In a typical comic-book supers set- This subgenre has passed through ations, and the world threatened on a
ting, full of exotic powers, the idea of a number of phases in its history. weekly basis but somehow never feel-
an “Unusual Background” is effective- “Golden Age” comics, from the 1930s ing really endangered. But it can also
ly meaningless. Every major character through the ‘50s, were straightforward include fairly deep meditations on
has an Unusual Background, to the and energetic. Morality tended to be power and humanity. A campaign can
point where people speculate about very uncomplicated – heroes were cover a range of flavors, though it’s
good, and always won out in the end, hard to recover a sense of seriousness
if there’s been too much camp, while
But, fortunately, Moir had discovered that his an emphasis on grittiness and dark-
sister was mediumistic – in other words, that she ness moves stories into a different
was a battery of that animal magnetic force which subgenre.
is the only form of energy which is subtle enough
to be acted upon from the spiritual plane as well as Super-Vigilantes
from our own material one.
Even early in the history of super
– Sir Arthur Conan Doyle, comics, a darker style of story would
Playing With Fire sometimes appear alongside four-
color heroism. Strictly speaking, most
superheroes are vigilantes – unautho-
rized crime-fighters who actually
break a few laws themselves. However,
the term is mostly used of a dark and
brooding sort of hero, who may well
kill criminals.
EMPOWERED GENRES 223
Vigilante stories usually feature rel- Historical Supers
atively low-powered characters on
both sides of the battle; apart from While “supers” stories are mostly set in the present or future, a few
anything else, the threat of death and are set in the past – usually in alternate histories, so that flamboyant
serious injury should be ever-present, empowered beings can be added with less trouble.
and any street punk (or cop) with a
handgun should be a real danger to a Superhero comics date from 1939, and stories set from then onward
careless or unlucky PC. Many vigilante often set out to reconstruct the style of comics of a specific era – or to
heroes have no powers – just high lev- reassess them in a modern light. Comics set in this period often come
els of skill and some good equipment. from a writer’s ransacking of the publisher’s back catalogue. World War
Still, a minor power can give a vigi- II is popular, as it combines a distinctive style with the opportunity for
lante a crucial edge, which can keep heroes to fight real, much-reviled enemies. (Explaining why the heroes
him alive from one episode to the next. didn’t change the course of the war can be hard, but not impossible; see
p. 200.) Later decades, such as the 1950s or ‘60s, present more difficult
Vigilante supers can sometimes challenges, but not impossible ones.
“cross over” with their four-color
brethren. Although the latter may dis- Supers stories set in earlier eras are often alternate histories that ask
approve of vigilante tactics, some “What if four-color supers appeared in Ancient Rome (or Elizabethan
modern heroes tolerate such allies England, or the Wild West)?” They may also (or instead) draw on the
when the opposition is even worse. heroic myths and imagery of their chosen period, telling tales of pal-
Games about vigilantes and other adins and wizards in medieval times or steam-powered gadgets and
lower-power supers operating in a revivified mummies in Victorian England (which overlap with the
“four-color” world can combine the “Extraordinary Gentlemen” style discussed below), but adding a touch
“set dressing” of wild powers and the of superheroic flamboyance. Either way, they require a certain amount
occasional exotic plot device with a of work to set up – the GM has to be familiar with the chosen era and
more controllable, gritty level of have a good idea how to handle powers – but they may repay the effort
action. It’s best to establish from the for gamers who are interested.
outset of such a game what kind of
moral code and how much brutal Extraordinary Gentlemen
pragmatism is going to be normal in
the campaign. This subgenre is a modern invention, typified by Alan Moore’s The
League of Extraordinary Gentlemen. It marries elements
High-Power Horror from pulp and proto-pulp fiction with concepts
such as superheroes and super-teams. The
In a world where some beings idea is to take characters from period
are powerful, secretive, and stories, give their powers full rein, and
villainous, plots can easily then have them work together, often
shift toward horror, espe- fighting menaces from the same
cially if four-color conven- period fiction.
tions are relaxed slightly. “Extraordinary gentleman” sto-
After all, even if the ries can be quite modern in their
heroes survive, innocent attitudes and sensibilities, although
bystanders can easily they can also play the chosen peri-
suffer terrible fates, and od as straight as modern audiences
very powerful opponents will accept. (Authentic period codes
can seriously threaten the of honor are one thing; authentic
world – even the universe period racial attitudes are another.)
itself – with destruction or They can also feature a lot of “retrotech”
damnation. and scientific ideas, and may draw heavi-
ly on the “steampunk” genre (see GURPS
This mixture of supers and Steampunk).
horror usually involves supernatu-
ral powers, and occasionally poorly and hence be vulnerable to tempting defending their few friends, and seek-
controlled psi or very weird science. offers from clever villains. Enemies ing cures for their conditions. The
The heroes may be powerful, but sometimes seek to steal their power, heroes may sometimes whine, but
their powers probably come with a envying the very thing that the hero their powers shouldn’t make them
heavy price. They may be trans- hates. happy; this is horror, after all. On the
formed into monsters (Swamp other hand, they have the satisfaction
Thing), forced to share their bodies High-power horror plots often of saving the world from really terrible
with barely controlled demons have a large personal element; heroes fates.
(Ghost Rider), or driven to the edge alternate among saving the world,
of sanity by terrible knowledge
(Animal Man). They may dream of
being restored to normal humanity –
224 EMPOWERED GENRES
Cosmic Supers but the universe proves remorselessly and Alan Moore’s Watchmen are
unsupportive, resulting in dramas of classic examples of this sort of post-
Many four-color stories involve ideals vs. harsh reality. “Logical” modernism; more recently, The
very powerful characters. These plots supers often have very limited powers Authority explores other angles.
may involve threats to the entire world or are just well-trained humans. More
(or the universe), interstellar wars, typical superheroes may find that In a more tongue-in-cheek or
and encounters with truly godlike even the greatest powers leave them bizarre story, supers may be aware
beings. It’s possible to run a whole with weaknesses and blind spots. that they are living under peculiar
campaign on this level. Examples Superheroes may actually be manu- rules, and even make flippant refer-
include Marvel Comics stories involv- factured by cynical factions who hide ences to the fact. Heroes may say that
ing Adam Warlock and Captain their sinister schemes under colorful they are obliged to fight each other
Marvel, and DC Comics’ “New Gods” costumes and innocent cultural when they first meet, even if they
stories. assumptions inspired by generations know that they’re really on the same
of comics. side (a comics cliché mostly designed
“Cosmic” supers may be straight- to show how two popular heroes com-
forwardly adventurous, but are often Some supers abandon the essen- pare). Or they may comment how
somewhat horrific; the universe holds tially reactive approach of traditional strange it is that no one ever recog-
great dangers, and cosmic-level vil- comics. Instead of waiting for bad nizes them, despite the skimpiness of
lains can be mind-bogglingly power- things to happen, they set out to make their masks. In itself, this is simply a
ful. Even the noblest cosmic heroes the world a better place. This often joke, but the idea can be extended as
can seem rather detached from the ends in tears, or at least turns the the protagonists probe the true nature
human concerns of most four-color heroes into ruthless manipulators, but of their artificial-seeming reality.
supers; after all, they have whole some writers suggest that proactive Recent comics series such as Marvels
worlds to worry about. heroes would actually do more good. and Powers have looked at “superhero
Mark Gruenwald’s Squadron Supreme universes” from the point of view of
This subgenre can overlap with ordinary people – press reporters,
“Tales of the Gods” Mythic Fantasy cops, and so on – living in the shadows
(p. 204) and with the “Heaven vs. Hell” of these peculiar demigods.
Secret Powers approach (p. 215). As in
those cases, stories often involve visits Characters may end up exploring
to an ordinary-seeming Earth, whose different aspects of their world, find-
inhabitants remain unaware of the ing different ground rules and conven-
great struggles taking place in the tions at work, just as different comics
wider universe. set in the same “superhero universe”
may have distinctly different styles
Postmodern Supers and atmospheres. They may fight real-
ity-warping menaces (Doom Patrol) or
“Postmodern” supers stories are wonder who benefits from the artifi-
created by writers who are aware ciality of their world (Planetary).
of the formal conventions of four- “Postmodern” superhumans often
color style and play with their eschew “sillier” superheroic conven-
consequences. tions such as skimpy masks, cumber-
some cloaks, frivolous codenames, or
In the simplest version, superhu- unsustainable secret identities.
mans at least try to follow a version of
the typical four-color conventions –
Cartoon-Animal Supers
The earliest stories featuring super-powered talking animals were
probably anthropomorphic-animal cartoons that parodied four-color
comics. More recently, some “furry” supers stories have taken the idea
more seriously, using the animal form of the protagonists as a distanc-
ing device, a way to make the characters even more different from mun-
dane humanity.
A “furry supers” campaign can be played as a fairly straightforward
four-color game, in which the people beneath the masks happen to be
cats, dogs, rabbits, and turtles . . . or it can emphasize the nonhuman
nature of even non-super characters, giving “ordinary” talking animals
modifiers to their attributes, enhanced senses, and “racial” enmities
(dogs fight cats, wolves eat pigs).
EMPOWERED GENRES 225
SUPERS GENRE
CONVENTIONS
Four-color supers is a very formal-
ized genre, with many conventions
that have more to do with comics
marketing than internal logic. That
said, any supers campaign can elimi-
nate some of the standard features,
and some subgenres do so deliberate-
ly. If too many conventions are dis-
carded, however, it stops being a
supers game as most people under-
stand the idea.
Secret Identities intimidate victims with his reputa- could be used in combat with Cloak
tion for evil. Costumes may also skill, though few supers seem to
The traditional four-color hero is incorporate body armor (though bother with this.
an idealistic freelance crime-fighter most in the comics seem too skimpy
with a mundane day job. To protect for this) or gadgets, while dark colors Super Names
his friends and family (and his priva- can help with stealth. Some heroes
cy), he adopts a dual identity, fighting see their costumes as uniforms, A secondary identity also implies a
crime with costume and code-name, showing their allegiance; a few second name, but “super names” go
then performing quick changes to become living symbols of a nation or beyond that. They’re a personal trade-
return to his mundane life and ordi- cause, and wear lurid flag-based mark, something for ordinary humans
nary name. The hero’s “civilian” per- garb. to speak with admiration or fear, and
sona is often mild-mannered, even often a broad hint as to what the char-
wimpish. This helps obscure the truth Cloaks and capes, one traditional acter can do. Like costumes, they may
and reflects a heroic tendency not to feature of superheroism, have been indicate identification with some
boast about one’s power – but it also the subject of much cynicism in nation or cause. They may also be
makes superheroes a more appealing recent years. They look stylish, cer- tagged onto an unidentified super by
fantasy for unprepossessing and tainly, and may make wearers more sensationalist press reporters, or care-
downtrodden adolescents. intimidating if swirled with panache, fully selected by some calculating gov-
but they also have the clear potential ernment or corporate sponsor.
Secret identities are not universal, to cause a lot of practical problems,
even in four-color comics; some super- getting stuck in doors, caught in Gun Control
heroes are celebrities, or live quiet but machinery, and so on. The presence
not very secret lives. Still, the idea is or absence of cloaks may be a subtle Guns do appear in superhero sto-
quite widespread. marker of a setting’s “four-color ries, and not just in the hands of crim-
flavor” level. inals and ordinary cops – but most
Masks and Costumes superheroes don’t carry them. Many
GMs might even declare that “Can do not need to, but in some cases, hav-
A secret identity won’t last long if wear a cloak without silly accidents” ing a backup sidearm to go with less
the hero looks the same in both guis- is a GURPS perk (just like the ability combat-oriented powers would seem
es, so supers often wear masks. to run comfortably in high heels; only logical. Even so, guns tend to be
These are typically bizarrely small actually, some female supers’ cos- limited to “vigilante” or quasi-military
and skimpy (sometimes nothing tumes defy common sense in multi- characters.
more than a pair of eyeglasses!) – ple respects). Generous GMs can
despite which, even a superhero’s then allow a +1 bonus to influence There are several reasons for this.
family will generally fail to recognize skills when the PC can use the cloak First, guns are distinctly lethal, and
him in costume. Indeed, some get by to look imposing – and of course, it idealistic heroes who refuse to kill
for years with no mask at all.
For supers with no secret identity,
a costume might seem like a point-
less affectation, but actually, some
kind of special clothing can be
entirely logical. Anybody who
engages in athletic combat will want
unencumbering clothes, and a recog-
nizable costume will help a hero
exploit a reputation for good deeds
and effectiveness, or a villain to
226 EMPOWERED GENRES
Minor Gadgets was uniquely susceptible, or the key
secret was known to only one person
Even supers with innate abilities often have one or two minor gadg- who subsequently died.
ets, or even cybernetic implants. Some are talented inventors in their
own right, while others are given handy devices by super-scientist allies Accidental origin stories are typi-
or friendly agencies. Team radios are commonplace. cally associated with the “cutting
edge” science of the time. In the ‘30s
This can work fine in games. A gadget or two can help distinguish and ‘40s, supers got their powers from
one character from another with similar powers, and can also fill some chemicals; in the ‘50s, ‘60s, and ‘70s, it
practical requirement that isn’t covered by the PC’s innate powers. A was radiation; in the ‘80s, it was
telepath might wear body armor, giving him a better chance of survival “cyber”; most recently, it’s been genet-
if he gets caught up in gunplay, while a brawler with superhuman ic engineering or nanotechnology.
toughness and strength might use a flight gadget to keep up with his (Witness the change in Spider-Man’s
more mobile allies. origin from the original comic book to
the recent movies.)
couldn’t use them without risk. unlucky, the gullible pawn of a manip-
Second, they’re hard to disguise, for- ulative faction, or just dedicated? His Purchased
bidden in many places, and would origin may also involve someone who Super-Powers
seem inappropriate for many heroes’ becomes a long-running Enemy (and
mild-mannered secret identities . . . who may even gain powers at the If super-powers can be granted by
someone who wanders around with same time), or an important identifiable processes, scientific
one in civilian gear will have it noticed Dependent. Later major revisions may researchers will recreate them, sooner
sooner or later, and it will then draw revisit this origin, revealing that it or later. It may take a while, and the
comment, if not worse. (Eccentric wasn’t an accident after all or that resulting treatments may be pricey
“theme villains” who carry weird someone with an apparently minor and unreliable, but it’s a logical conse-
gadgets rather than guns may also role in the story was really much more quence. Likewise, engineers may build
sometimes gain the benefit of sur- significant. “battlesuits” that render the wearer
prise.) Innate powers are much less effectively super-powered.
likely to be detected, so it’s probably If super-powers are to remain at all
better to rely on them if the hero has special, power origins must be rare Such treatments should generally
them. If the PC is a member of a per- and difficult or impossible to repro- be kept rare and expensive. If it costs,
secuted minority, whether an ethnic duce. Sometimes, it turns out that a say, $10,000,000 to acquire super-
group or super-powered mutants, a lab accident actually triggered mutant powers, a small number of million-
gun may also cause further trouble, genes, or that a cosmic being secretly aire industrialists, aristocrats, and
and the hero may prefer to look as intervened. Some powers may be third-world dictators might be inter-
harmless as possible: “My powers are acquired by intensive training, but this ested – although if they’re told it will
an accident – but I choose not to carry requires a large degree of natural tal- hurt a lot, and the nature and reliabil-
weapons.” Training to real compe- ent and years of study. Alternatively, ity of the results can’t be guaranteed,
tence with a gun may also distract the superhuman may have been kid- most will probably spend their money
supers from learning to use more napped by experiment-loving aliens elsewhere. However, some might offer
important powers. who don’t choose to explain their the option to a trusted bodyguard or
motives. two, just as many governments and a
Finally, in the world of urban few very large corporations would
crime-fighting which is the primary Accidents doubtless acquire a few trusted super-
arena of the superhero story, guns are agents.
the mark of the criminal – “the Accidental origins, usually involv-
enemy.” Cops go armed, but they have ing science labs or large energy Sometimes, the “power process” is
to fight crime without the benefit of sources, are perhaps the most com- cheaper but highly unreliable, with
super-powers. The heroes don’t have mon, although they may have become horrific side effects such as a short-
that disadvantage. a little less popular in recent years as ened lifespan or a high proportion of
the sheer weight of implausibility lethal failures. If these problems are
SUPER ORIGINS became ever more obvious. In some publicly known, only dedicated fanat-
cases, the “accident” involves an ics will seek powers. In other cases,
The diversity of the powers in attempt to induce powers that suc- ruthless organizations and crime lords
superhero stories is reflected in the ceeds beyond anyone’s dreams, but may acquire small armies of deluded
diversity of their origins. Indeed, the with radical side effects (such as turn- super-goons.
“origin story” is a much-discussed fea- ing the subject into a megalomaniac
ture of the genre. It can set the tone for villain) that make it unlikely to be Battlesuits are logically harder to
a super’s whole career: is he a dabbler repeated. Perhaps some alien object or keep rare – it’s the nature of modern
in weird science or strange lore, lucky, substance was present, or the hero technology to be mass-produced – but
they may have to be hand-crafted at
huge expense by genius engineers, and
operated by highly skilled users who
understand their weird intricacies.
EMPOWERED GENRES 227
Dr. Evil: Scott, I want you to meet daddy’s nemesis, Austin Powers.
Scott Evil: What? Are you feeding him? Why don’t you just kill him?
Dr. Evil: I have an even better idea. I’m going to place him in an easily
escapable situation involving an overly elaborate and exotic death.
Scott Evil: Wait, aren’t you even going to watch them? They could get away!
Dr. Evil: No, no, no. I’m going to leave them alone and not actually
witness them dying. I’m just gonna assume it all went to plan . . . What?
– Austin Powers: International Man of Mystery
Dialogue GMs running four-color games should character’s bragging and behavior
respect this convention; if a player can make its effects obvious anyway.
Superheroes are big talkers. This is come up with a good heroic line, never
necessary in comics, because it lets claim that they don’t have time to say Death Is Unreliable
writers transmit information that’s it. However, super-verbosity only goes
hard to depict pictorially, but it’s also so far; if a speech runs to more than Comics writers can rarely resist
part of many heroes’ personalities – the length that can fit into a single- bringing back an interesting character
whether the speech in question takes panel speech balloon, it can be cut for another story – even after he was
the form of high-minded proclama- short by events. supposedly killed. (Certainly, killing
tions, obsessive vows, or snappy witti- off a popular hero is commercially
cisms that drive villains to enraged Some supers with relatively subtle unwise!) Death is notoriously imper-
distraction. Villains, meanwhile, are powers, such as the ability to absorb manent in the genre; any kind of get-
often incorrigible ranters, to the point the energy of others’ attacks and use it out clause can be and has been used,
that a taciturn villain, who only makes for themselves, even make a point of from magic through cloning to “I got
threats he can carry out, seems all the boasting about their abilities . . . when better.” Villains very rarely die “on
more sinister for his restraint. they’d surely do better to keep quiet stage”; even if they don’t return for a
and exploit the ensuing surprise. GMs while, the possibility of their involve-
In all but the grittiest of carefully may choose to allow supers to take the ment can feature in intervening plots.
written comics, heroes seem able to Visible limitation (p. 112) when a
deliver a multi-sentence speech in the power is not actually visible but the In games, NPCs as well as PCs may
time it takes them to throw a punch. have the option to spend bonus char-
acter points to modify die rolls
Alternate History (p. B347) – and should often have a
and Supers few in reserve to ensure that they suc-
ceed on HT checks to avoid death and
Alternate histories are an occasional theme of superhero stories (like other rolls to escape terminal prob-
virtually every other concept found in SF or fantasy). The major comic lems. Major characters may also be
publishers’ core lines are already set in what are, in effect, alternate his- permitted to buy several levels of Hard
tories similar to our own but with supers. However, some stories take to Kill (p. B58) with minimal or no
protagonists off to other alternates (usually but not always featuring justification.
superbeings) or feature time travel plots in which the heroes struggle to
prevent historical divergences. It’s often assumed that there are whole Earth, the Cosmic
multiverses with countless parallel timelines, or at least multiple poten- Crossroads
tial futures, alongside the main setting.
While supers stories generally
Some “postmodern” superhero stories, such as Alan Moore’s accept modern cosmology, making
Watchmen, have taken the “alternate history” concept more seriously, Earth a very small body in a very large
exploring the historical consequences and ramifications of the existence universe, they also tend to treat our
of super-powers, becoming rigorously worked-out alternate-history world as somehow important. For one
stories in the process. thing, humanity is often said to pro-
duce a much greater number and vari-
ety of super-powered beings than any
alien race; we have “unstable genes” or
228 EMPOWERED GENRES
Supers and Super-Normals
Infinite Worlds
Some supers are, in a broad sense,
While GURPS Infinite Worlds doesn’t specifically describe any normal human beings, trained or
worlds where superheroes exist, they’re surely out there. Maybe they armed to the limits of plausibility and
have yet to be discovered, or maybe Infinity is just keeping them secret. way beyond. Such super-normals may
be very powerful indeed, especially if
At the simplest, a timeline similar to Homeline could have a fashion they make use of advanced technology
for freelance vigilantism and flamboyant criminal activity. More spec- and weird science. Superheroic power
tacular “supers worlds” could range from coldly logical settings with armor (such as Iron Man’s suit) may
“wild talents” who are mostly co-opted by governments and other large grant powers on a par with many
organizations, but with the occasional fancy costume showing up on “innate” supers, while alien devices
the odd figurehead, to outright “four color” universes with multiple may be so powerful as to resemble
power types, weird science, and an uncanny tendency for costumed mythic magic (as with the Green
heroes to collide with villains of similar power while out on patrol. A Lanterns’ rings). While such things
“superhero timeline” could even be a pocket multiverse (p. B529) or sker- don’t represent innate powers, they
ry (described in GURPS Infinite Worlds), with multiple secondary may be defined using the powers
paradimensional realms filled with supernatural beings, and frequent rules and gadget-related limitations
reality quakes causing “continuity errors” and explaining how history (pp. B116-117).
could be so jammed full of exotic phenomena without their seemingly
changing its course very much. Other super-normals – most
famously Batman – don’t bother with
Infinity Unlimited could take a vigilante supers parallel in its stride such things. Most still prove that a
(ISWAT might see it as a good recruiting ground). Even a logical/post- highly competent human being, with
modernist super-world would rate as a relatively minor worry – unless the right tools and a few cinematic
any empowered beings looked like they might be world-jumpers, in skills, can hold his own among
which case they’d be watched very carefully indeed. Four-color worlds “supers.”
would seem more threatening, simply because of their unpredictability;
tourism would probably be banned, despite the long queues of impor- Magicians
tunate comics fans, because the Infinity Secret wouldn’t survive five
minutes in the face of telepaths and superscience. Overt contact by In a sense, most magicians are
Homeline might barely cause a stir in such a setting (“Parallel worlds? just a type of super-normal, using
Yes, we know about the idea. Can’t say much for your costumes, I’m training and knowledge to raise
afraid.”), but Infinity really doesn’t want supervillains loose across the them beyond humanity. However,
timelines. the awesome powers and effects that
they wield justify a category of their
A “supers world” could even be built around the results of runaway own.
transdimensional travel, on a timeline with easy access to others (say,
lying on a dimensional highway) where Infinity’s secrecy had failed. While some comic-book magi-
With Cabal members playing their subtle games, supernatural beings cians use just their knowledge and
slipping in and out, superscience imported from Gernsback and Caliph, training, others – probably the
Nazis from Reich-5, dragon-servants from Wyvern, renegade gods from majority – have one or two magical
Orichalcum, and “super agent” I-Cops desperately attempting damage devices, if only to simplify some
control, things could get as (four) colorful as any comic. tasks (as with Dr. Strange’s “cloak of
levitation”) and to save them from
are the product of meddling by an makes it the natural home for sorcer- having to cast too many spells at
ancient super-race. While many aliens ous guardians of reality and the like. once. Some have power-boosting
have powers of some kind, these tend artifacts, while others may be associ-
to be relatively minor and common to TYPES OF ated with godlike beings (such as the
all members of their species. SUPERS mighty “lord of law” linked to Dr.
Fate’s helmet).
Furthermore, Earth may be some Comics writers try to make every
kind of “cosmic nexus.” Its position superhero and villain unique. They Most comic-book magicians are
may be significant in terms of galactic don’t always succeed – certain abilities “normal” humans aside from their
political borders or hyperspace travel (flight, super-strength, martial arts magical training, but some may be
routes; it may also be the location of skill) are commonplace – but anyone mutants or aliens, or, like Merlin in
many gateways to other universes or a creating supers should at least try to Arthurian myth, have part-supernat-
weakness in the structure of reality, make them distinctive. Still, there are ural ancestry (explaining their excep-
making it important to many extra- a number of stock types: tional magical talent). In a few
dimensional beings. This in turn cases, fully supernatural beings rely
primarily on trained abilities, mean-
ing that they function much like
magicians, although they may also
have a few innate supernatural
advantages as well.
EMPOWERED GENRES 229
Superhumans may be obvious and disfiguring (in a Aliens have featured in supers sto-
glossy, high-tech, stylish way) or dis- ries since the very early days, thanks
Other supers are human enough, guised. Although extensive, high-pow- to Superman. They may come to
but have acquired serious powers. ered “cyborgization” is needed to pro- Earth as exiles from dead or dying
There are, of course, a wide variety. duce a true superhuman, some supers worlds, researchers or diplomats with
combine implants with advanced no ethical barrier to involving them-
Übermenschen are on the edge of training or other powers (such as selves in local affairs, interstellar cops,
normal humanity, but have been Wolverine, with his metal skeleton). or renegades from hostile alien cul-
raised one notch beyond by uncanny tures. Many appear remarkably
training, careful breeding, or super- Magically changed humans are human, but possess all sorts of exotic
science (such as the serum that pro- again similar to the scientifically abilities (perhaps natural, perhaps
duced Captain America). They often changed type, but the boosts they thanks to alien superscience); others
have physical attributes at marginally receive are supernatural, such as are more obviously nonhuman. Some
superhuman levels, and minds as well- from ancient artifacts of power or the have access to advanced technology,
honed as their bodies. The difference blessings (or curses) of godlike ranging from the impressive to the
between them and super-normals is beings. They differ from magicians in godlike.
small; although they usually lack pow- that they don’t cast spells or claim
ers, übermenschen may add a gim- much special knowledge (though Robots are usually the product of
mick or two to their array of skills, there’s some scope for overlap, if superscience projects that are even
such as superhuman senses (as with magicians cast permanent spells on less effective at reproducing their
Marvel Comics’ Daredevil). themselves or magically changed results than those that produce
humans study special techniques). human powers or power armor. They
Scientifically changed humans gain Some are deliberately created as the are typically humanoid but weird-
powers from something that comes champions or servants of cosmic enti- looking; heroic types (such as Marvel’s
out of a laboratory (such as the spider ties. Undead are a subcategory of this Vision) typically look more human
that bit Spider-Man) or as a side effect type, and the most traditional altered than robot villains (such as the
of other scientific research (such as humans, having been changed by Vision’s creator, Ultron). Most are
the space incident that created the death. Cinematic vampires, for exam- stronger than humans; many display a
Fantastic Four). See Super Origins ple, have an array of tricks able to range of other powers. Most claim to
(p. 227) for more on this topic. challenge most superheroes. have difficulty comprehending human
emotions, though they typically dis-
Mutants are similar to scientifically Nonhumans play a range of motivations such as
changed humans, but they changed anger, loyalty, curiosity, or paranoia.
before birth; their powers come from Not all heroes are human – some
their genes. The success of the X-Men don’t even look it. Spirits – intangible supernatural
comics and spin-offs has made this a beings – often feature in horror-tinged
popular type. Mutants may simply
have been subject to radiation or other Four-Color Morality
mutagens in the womb – making
super-mutants a side effect of modern “Classic” comic-book supers are usually bound by a strict code of
nuclear power or industrial pollution ethics, ensuring that their comics are seen as suitable for young read-
– but to explain why there should be a ers. This primarily means that heroes should be essentially law-abiding
wide range of mostly beneficial (apart from some minor trespasses and assaults – always in a good
human mutations around, the setting cause, though), and they absolutely must not kill.
may feature alien genetic manipula-
tors in the distant past, who left a lot This strict morality can be the baseline assumption in any true four-
of powers latent in the human color campaign, although modern mainstream comics are flexible
genome. Comics often depict mutants enough that a cynical, ruthless “outsider” won’t look entirely out of
as a persecuted minority, though their place. Likewise, stories can explore subjects such as alternative sexual-
persecutors seem curiously tolerant of ities without looking too postmodern, although a real Golden Age cam-
aliens or lab-accident victims with paign would avoid them.
otherwise very similar powers.
The key feature of superheroic morality, though, is restraint.
Cyborgs are “scientifically Superheroes are powerful, and while they feel obliged to use that power
changed” – but on a gross physical for good, it’s generally accepted that if they use it too wildly or self-
level, with mechanical limbs for indulgently, they’ll lose contact with their essential humanity and even-
strength and speed, artificial organs tually be corrupted. Stories and campaigns where this rule doesn’t apply
for durability, built-in armor and will end up exploring the consequences. Unrestrained supers may spi-
weapons, special sensors, and so on. ral into corruption, or factions of supers may become involved in
This is usually an experimental treat- unending wars – or the supers may succeed in building a utopia, at least
ment for someone who has suffered a on their own terms.
tragic accident, but a few super-
cyborgs are the voluntary products of
rare and very advanced (possibly
alien) superscience. Cyborg features
230 EMPOWERED GENRES
stories, especially as many of them are prisons” to hold captured supervil- Master villains also typically
in fact formerly-human ghosts. Others lains; while entirely logical, this could employ one or two really good empow-
may come from “spirit realms” such have the unfortunate side effect of ered bodyguards or “personal assas-
as Heaven or Hell or be manifesta- bringing villains together in a situa- sins,” especially if they themselves lack
tions of principles or aspects of reality tion where they can start plotting. powers or dislike dirtying their hands
such as the Earth’s vegetation (Swamp with combat. This makes “showdown”
Thing) or elemental fire. They typical- Master Villains fights, when the villain’s schemes are
ly possess traditional “spirit powers” finally broken (for now), very tough.
such as limited materialization, the While almost any supervillain can
ability to possess and control humans, attempt long-term plots, true master Organized Crime
or cosmic insights. villains are good at it. Some have
super-powers of their own, and may Organized crime – traditionally
SUPER indeed be formidable in a fight if they secretive, well-established, and vicious
ANTAGONISTS bother (raw power helps keep minions – can be a worthy opponent for super-
in line), but others are normal heroes. While ordinary goons may not
The sheer variety of powers and humans, albeit with considerable be serious opponents for bulletproof
personalities in a supers setting is typ- intelligence, strategic skill, and per- supers, even in large quantities, organ-
ically reflected in the variety of prob- haps a few tricks up their sleeves. ized criminals can locate and attack a
lems and enemies. Some don’t even bother with costumes hero’s friends, corrupt society, escape
or code names, especially if they’re punishment and otherwise abuse the
Super Criminals clever enough to maintain a façade of legal system, and hire mercenary
social respectability. supervillains to handle super-powered
The generic supervillain is in many
ways the counterpart of the generic Fighting a master villain is typical- problems. In supers games, high-
hero, often complete with costume, ly a long-term project, as they may ranking crime lords may turn
mask, code name, origin story, and have lots of cover stories, escape sys- out to be supervillains them-
secret identity. However, he’s not moti- tems, and cinematically effective selves, having fought their way
vated by idealism or morality; he uses lawyers to get them off every charge. to the top or employed their
his powers for profit, power, or glory. Some are genuinely hard to identify, organization’s wealth to acquire
either because they have costumed a personal edge from, say, an
Supervillains vary at least as much secret identities, or because they live amoral technologist. Certainly,
as superheroes, from trivial and comic as legitimate members of society and many mob bosses qualify as
to star-spanning. In classic four-color keep their illegal activities well con- master villains.
stories, they do a good job of sounding cealed. However, in most cases, heroes But a campaign involving
menacing, but most seem more inter- identify a master villain quickly, even the battle against organized
ested in profit and fun than in actual- if they can’t actually catch him or crime is likely to consist more
ly killing people. In grittier subgenres, prove anything in court. of a steady stream of low-level
they can inflict serious casualties, at fights and investigations. It’s
least on bystanders and minor charac- an implicit assumption of
ters. (Batman’s enemy the Joker, a most superhero stories that
harmless prankster in some older ver- there are always more low-
sions, is depicted committing multiple level gangsters and thugs
murders for fun in darker modern ready to replace any who the
comics.) Major villains are notorious- heroes put away, and the sup-
ly hard to kill (see p. 228), so they can ply of competent gang leaders
always come back to fight another day is nearly as reliable. Games
if they are interesting enough. focusing on this topic will tend
to be gritty, not because it’s ter-
Supervillains often form teams to
take on superhero groups, bring down ribly hard to win most battles,
a single very tough hero, or commit but because the war never ends.
bigger crimes. The problems of estab-
lishing communications between Evil Agencies
wanted criminals, then holding a team
of egocentric (often crazy) criminals An evil agency is typically distin-
together without their killing each guished from a mere criminal gang by
other would logically make this quite the use of advanced technology or
hard, but comic-book villains manage sometimes supernatural powers, and
– often thanks to the efforts of a often by twisted ideologies, strange
strong-willed, charismatic, and uniforms, and grandiose plans. Many
wealthy master villain with resources agencies have large, well-equipped
and leadership (or intimidation) skills. secret bases. They include purely
The authorities might build “super criminal groups whose objectives
are wealth and petty power, but also
EMPOWERED GENRES 231
political radicals (it’s traditional to humanity to fight apocalyptic global transdimensional conquerors, and the
have some of these founded by wars. Most comic-book aliens are PCs’ villainous counterparts from
escaped former Nazis, though crazies humanoid, though some are visibly worlds where morality is inverted all
from all over the political spectrum nonhuman; they may have racial make dangerous enemies.
sometimes join the fun), ninjas and powers.
other assassination sects with uncan- Cosmic incursions should usually
ny martial arts skills, and fanatical Logically, introducing powerful have a distinctly strange and sinister
mystical cults. alien races, with the technology to edge to them. At the very least, demons
reach Earth and an inclination to are traditionally devious, ruthless, and
While the typical agent is a normal conquer, should make a radical dif- adept at temptation. It’s easy to make
human, most agencies have a few ference to any campaign world – but them rather comic, but really, their
more exotic enforcers and “cell lead- traditionally, four-color supers just presence should make plots distinctly
ers,” or at least hire the occasional don’t work that way. Aliens come to horrific. True cosmic evil is supposed
mercenary supervillain. Some employ Earth, but even if they’re noticed by to be eternal – and largely immune to
or are led by brilliant but twisted sci- the general public, they go away mere physical force.
entists who build huge super- again without anybody managing to
weapons, or insane mystics who cre- emulate their technology, or worrying Other threats from outside reality
ate the magical equivalent. Some about what this proves about human- can be stranger. Things Man Was Not
supers may turn out to have been ity’s place in the universe or proven Meant To Know may not be evil so
empowered or created by an evil faster-than-light travel’s implications much as totally uninterested in
agency in the past, giving the fight a for physical science of. There may be humanity, and able to drive the
personal edge on both sides. some mention of diplomatic relation- strongest hero insane just by existing.
ships or planetary defenses, but not Other “outsiders” can have distinctly
Monsters very much. This is a four-color con- nonhuman moral codes of their own.
vention; exploring more-logical Heroes may find that only one of two
Occasionally, superheroes get to implications of this tradition could universes can ultimately exist, so that
deal with large but relatively straight- transform a supers game into some- defending their own reality means
forward problems straight from mon- thing more space-operatic or post- fighting beings who are just doing the
ster movies: titans bent on stomping modern. same.
whole cities flat. These creatures are
often too big to be stopped even by Natural Disasters SUPER TEAMS
superhero attacks, and may even seem
entirely immune. The heroes must Superheroes may also tackle prob- While some superheroes are essen-
investigate their nature to find their lems with no active malice behind tially solitary, the idea of the team-up
weaknesses. Battles with monsters them, such as earthquakes, aircraft goes back a long way, and can be very
can thus be complicated by the need crashes, fires, or floods. Typical heroic convenient in RPGs.
to conduct research in the middle of a responses involve clearing away rub-
major disaster, and perhaps by oppor- ble, rescuing people from burning Types of Teams
tunistic villains trying to control the buildings, or searching out victims
creature or steal genetic material. using super-senses. This is a good way Teams form for various reasons. In
for heroes to build goodwill, although some cases, several heroes share the
Aliens a misunderstood hero or antihero may same origin, and may even be mem-
have difficulty convincing people of bers of the same family or all have
“Coming from space” is a classic his good intentions. been working in the same place when
origin for supers of all kinds, heroes some cosmic accident gave them pow-
and villains, but relatively low-pow- While disaster relief is a good ers. Relatives or long-time colleagues
ered aliens, operating in groups, can option for an occasional fairly low-key start with a basis of friendship and
also make effective antagonists. They plot, realistically, heroes who set out trust, and may stick together for
are likely to have access to very to tackle such problems at all system- mutual protection and moral support
advanced technology and the odd atically could be occupied 24 hours a in a strange new life.
innate ability, and can have all the day. They’d save a lot of lives, but not
classic alien motives for villainy, have many real adventures. Hence, as Other groups simply share a job or
such as conquering the Earth (or kid- a matter of genre convention as much obsession (such as crime-fighting),
napping its women, if they’re more as anything, natural disasters should meet in the course of this “work,” and
traditional than logical). Some seek only come up occasionally. recognize that sharing information
to prevent humanity, with its unnerv- and having someone to guard one’s
ing ability to produce numerous Cosmic Incursions back are good ideas. The first meeting
super-powered beings, from getting may require a rather large coinci-
out into the galaxy and disturbing Supers may also have to deal with dence, although if the campaign’s
the status quo; they may hope to bizarre threats from outside their uni- home city is attacked by a powerful
achieve this by conquering the verse, ranging from demonic inva- villain or monster, several heroes may
Earth, destroying it, or inducing sions to attempts to revise the narra- well all appear at once. After the group
tive structure of reality. Demons, has an established base, other new
heroes may apply to join, or perhaps
be tracked down and recruited.
232 EMPOWERED GENRES
A national government or the for working for the government, help Well-recognized examples include
United Nations may decide to sponsor fight off an alien invasion and decide tough, strong “bricks,” who make
a group, on the grounds that the that they like the ensuing popularity, good point men and who can at least
heroes will do more good if they’re a or just try to live up to some kind of delay most opponents or cover
little more organized. The rather obvi- Robin Hood ideal in a setting where retreats; “blasters” who provide long-
ous hidden agenda here is that this the law is seriously corrupt and “noble range hitting power, and who can
also lets the authorities keep an eye on outlaws” really are the only heroes. often also fly, expanding tactical
them – maybe even learning their options further; “speedsters” who pro-
secret identities – and send them Roles in the Team vide mobility and a range of sub-
against problems that worry the sidiary tricks; telepathic “mentalists”
authorities more than they do the A particular type or style of super- who can subvert or confuse opponents
heroes, but the heroes may decide that power can determine a member’s role and solve many mysteries; stealth spe-
this is a risk worth taking. Really in the team. For example, a super- cialists (often martial artists) who can
skilled agents may penetrate the tough hero, able to soak up heavy deal with many problems that are not
heroes’ secret identities before recruit- weapons fire, would make a logical susceptible to raw force; and “gad-
ing them. Ethical agents may keep combat “point man,” while shadow or geteers” who usually carry an assort-
these secret, but more ruthless groups invisibility powers could make a very ment of devices, providing a team
might apply pressure verging on effective scout. While the range of with flexibility, although they may be
blackmail to get the heroes on board. super-powers is vast, and many heroes noted for one or two particular tricks.
have abilities that enable them to fill Healers are relatively rare in comics,
Other teams might be sponsored different roles at different times, there though not entirely unknown; see
by corporations (probably for publici- are some standard slots. p. 194 for more on the problems with
ty – those who want super-mercenar- this type of power.
ies aren’t going to appeal to many
heroes) or even by wealthy individu- Villain Teams
als. Supporting a team properly could
get very expensive, especially if Supervillain teams are often structured like hero groups, with a
halfway realistic legal bills start brick, a stealth expert, and so on, but the psychological balance is fre-
mounting up, but super-wealth is a quently different. In particular, villain leaders are often far more physi-
feature of supers settings. A variant is cally powerful than their followers, or at least have very forceful person-
the “secret school,” dedicated to alities, simply because they have to cow a group of surly super-criminals
enabling supers to control and under- into obedience.
stand their powers more than to using
them to fight evil – though that could Other four-color supervillain team members typically fall into one of
be a sideline. While the archetypical four categories. Soldiers are in the team for money and fun – or for some
super-school in four-color comics is an not-too-strong ideological reason, if the team has a cause. Soldiers don’t
academy for mutants (in the “X-Men” see themselves as leadership material – leaders have more work and are
titles), a hidden monastery dedicated bigger targets – and may be impressed by the leader’s charisma or have
to the martial arts or an ancient col- a basic sense of mercenary ethics. They’ll stick around happily as long
lege of magics could fulfill the same as the team is winning, but will probably quit if things go badly.
role. In a world where superscience is
becoming spectacularly widespread, Lackeys, on the other hand, are very loyal. They may exhibit cringing
an initially innocuous technical col- inferiority complexes, or they may be devoted to the team’s cause.
lege for gifted young researchers Leaders like lackeys, even if they lack useful powers. Everyone else
could find itself becoming a center of tends to hold them in contempt, unless their loyalty achieves real nobil-
superheroism. ity. They generally lack initiative. Programmed robots and bound spir-
its are special types of lackey.
Many variants on all these are pos-
sible. In a story set in wartime, heroes The opposite is the Rebel, who covets the leadership. Rebels may be
could easily be organized as a special blatant, continually arguing with the leader, or secretive; in some
ops team; this would of course mean comics, their real attitudes are revealed in frequent thought bubbles.
government sponsorship, with a bit The leader may keep a rebel in line by threats and violence, or the rebel
more direction and discipline. For may be prepared to smile and wait. Heroes can exploit rebels, but
that matter, if super-powers can be should never trust them; the rebel may be using the heroes to eliminate
created deliberately, major militaries the leader.
would doubtless do so – overtly for
public relations and as a deterrent, Finally, Innocents have probably been tricked into the team by a cun-
quietly for research purposes, or ning leader, perhaps after an unusually sheltered upbringing or bad
secretly for deniable missions. experiences with bigoted “normal” people. Traditionally, they can be
Likewise, a team could start out as a reformed, maybe even becoming heroes. However, an innocent who
supervillain gang and move over to the remains a loyal villain despite everything can be very unnerving – a
side of good for some reason. They demonstration of the leader’s terrible charisma or the power of an ideal,
might be offered pardons in exchange or a challenge to the idealization of loyalty.
EMPOWERED GENRES 233
Teams also have requirements that the group includes members with a crime in progress, probably involv-
aren’t directly related to an individ- whom you haven’t trained at length, ing a supervillain, and let them tackle
ual’s powers, although the two may be use the nonspecialized version of the it. A series of such crimes may imply a
linked by style or personal history. For skill (which will usually be at -2 from master villain at work; a slightly more
example, the combat commander may the specialty). complex sequence of events may point
be a super-soldier with tactical and the PCs toward some globe-spanning
command experience, a telepath with Headquarters menace.
a good grasp of psychology and the and Vehicles
ability to send instructions clearly in GMs can draw general inspiration
the heat of battle, or simply a mature, A team needs an HQ; meeting in from anything from gritty TV cop
intelligent father figure. Likewise, public places or hanging out in each shows for vigilante games – with a few
experts on subjects such as technology others’ apartments will cramp the highly competent heroes taking the
or magic are often very helpful. “Face heroes’ style. Groups with sponsors plot-role of the entire police depart-
men,” useful when conducting investi- will often be given a base (a ment – to James Bond movies for mas-
gations or dealing with the press or gritty/postmodern game might feature ter villain or evil agency operations.
government, may be subtle psis, mar- a military-style installation), and Just add enough super-powered oppo-
tial artists who look a bit less weird schools and the like may have build- sition to make fight scenes feel seri-
and intimidating than their barely- ings; otherwise, arrangements will ous. High-power supers, especially
human colleagues, or just whichever have to be made. Likewise, teams may those of a supernatural bent, can
team member sank a few points into find a use for a vehicle that can get become involved in plots inspired by
Charisma and Diplomacy. them anywhere in their chosen area of or based on mythology, battling giant
operations at speed. monsters or diabolical tempters bent
Team Tactics on subverting humanity.
In fact, the team HQ is another
Once the team has an established rather implausible four-color conven- However, superheroes are also
membership roster, it can start devel- tion. Such bases come under attack notorious for their soap-operatic per-
oping group tactics. This is often pre- fairly often in the comics, and may sonal lives, and many players, familiar
sented as an important advantage, even show damage and need repair with the genre or just eager for more
though many super-fights seem to from issue to issue, but these attacks points, will doubtless take plenty of
come down to each member taking on rarely seem to imperil and terrify the disadvantages. GMs shouldn’t be
one opponent individually. Still, at the neighbors as often as would seem log- ashamed to exploit these by imperil-
very least, team members can learn ical . . . nor do enemies often track ing dependents, threatening secret
each others’ strengths and weakness- heroes in and out of the base in an identities with exposure, and creating
es, enabling them to ask for the most attempt to assess the team’s strength moral quandaries. This shouldn’t be
appropriate help when necessary and or break someone’s secret identity. carried to the point where players feel
to avoid using area attacks that will unpleasantly harassed by the GM, or
hurt their own side more than the An HQ large enough for a multi- that every disadvantage they take is
opposition. See also Optional Rule: member team will be expensive, espe- being used to cripple the PC – that’s
Coordinated Attacks (p. 165) and cially if it’s located in a major city and not fun, and it’s not in genre – but
Combining Powers (p. 170); super- has good security. A multimillionaire those disadvantage points should be
teams often use such ideas. sponsor, or a similarly wealthy team earned.
member who can access his wealth
Some teams have specific training without imperiling his secret identity, Plots can also revolve around the
facilities, and even high-tech “danger will be extremely useful. The orbital or nature of powers, and how the world
rooms” that enable them to prepare lunar bases seen in some comics sees heroes in general. Governments
for specific situations and enemies. imply extraordinary resources. The can try to control these “walking arse-
Others simply learn by working facilities often depicted in comics nals,” reporters can harass them, cops
together over a period of time. Teams (training facilities, high-tech defense can complain that they’re loose can-
can develop a “flavor” and a sense of systems, vehicle pens) all add to the nons, members of the public can
unity by agreeing on code words for cost. Then again, some less formal worry about their attitudes and barely
preplanned tactics and developing teams manage perfectly well with human natures, and supervillains can
tricks such as a fast flyer grabbing a nothing but one member’s larger-than- try to subvert them. Part of the point
slower colleague and moving him average house. of the supers genre is that power
where he’s most needed. comes with a price – not just the
SUPER responsibility of getting into super-
If a group trains together intensive- ADVENTURES fights, but the difficulty of retaining
ly, GMs might permit its members to contact with humanity.
buy Leadership or Tactics skills with Four-color stories are often about
optional specialties in “Teamwork.” fighting crime, saving the world, and
These can only be used in situations foiling villains – which makes for sim-
where knowing the team and its mem- ple adventures when the GM can’t
bers provides a significant advantage, think of anything more complicated.
such as deploying members to make Have the heroes encounter or learn of
best use of their particular attacks. If
234 EMPOWERED GENRES
GLOSSARY
Powers uses the following vocabu- chi power: A power that springs from divine power: A power granted by a
lary to discuss superhuman gifts. the user’s “inner strength” (chi). deity. See p. 26.
Several terms found elsewhere in See p. 26.
GURPS pick up more nuanced defini- elemental power: A power that origi-
tions here – read carefully! combining powers: A stunt that lets nates from an innate affinity with a
multiple users of related powers particular form of matter or ener-
ability: A superhuman gift, such as combine forces to produce gy, like a fire god or fire spirit’s con-
being able to fly or shoot lightning enhanced effects. See p. 170. trol over flame. See p. 27.
bolts. It might be a single advan-
tage, perhaps heavily modified. It Coordinated Attack: A combat tactic Energy Reserve: A pool of FP isolated
might instead be several advan- that lets multiple fighters attack a from mundane FP and useful only
tages, either sitting there like ele- single target more effectively. See for paying FP costs associated with
ments of a meta-trait or connected p. 165. powers of a specific source. See
by Follow-Up or Link. p. 119.
cosmic power: A power that ema-
active ability: An ability that does nates from creation itself. Often enhancement: An extra capability
nothing until the wielder chooses reserved for deities. See p. 26. added to an advantage. This
to use it by taking a maneuver or increases the advantage’s point cost
making a die roll. See p. 153. default ability: An ability used by by a percentage.
someone who lacks it by dint of
active use: Any use of an ability that modifying a similar ability he does extra effort: Spending FP to get
requires a deliberate effort, most have. This stunt costs FP. See increased effect or skill with an
often a maneuver. This describes p. 173. ability. See p. 160.
all uses of active abilities and cer-
tain uses of passive abilities, defensive ability: Any ability that focus: The force or substance a power
notably power defenses and excep- reduces the impact of an attack or manipulates, or the abstract con-
tions mandated in advantage environmental hazard. Often cept it revolves around. See p. 7.
descriptions. shortened to “defense.”
gestalt: A group of psis, usually
alternative abilities: A collection of diverting defense: A defense that telepaths, who are combining
related abilities that behave as a stops an attack by channeling the powers.
single ability with multiple set- incoming energy away. See p. 11.
tings, allowing the wielder to use latent power: A power the possessor
only one at a time. See p. 11. can’t actively use, whether because
his abilities are dormant and as yet
always on: Describes an ability that unrealized, or because he has
operates constantly because the Talent but no abilities. See p. 34.
user can’t consciously deactivate it.
See p. 153. limitation: A restriction on the use of
an advantage. This reduces the
anti-power: A power, superscience advantage’s point cost by a percent-
technology, or natural phenome- age.
non that specifically blocks or
negates a particular power or an magical power: A power that draws
entire source. See p. 20. upon mana – the ambient super-
natural energy tapped by wizards.
attack ability: Any ability that can See p. 27.
injure an opponent or compromise
his capabilities – most often mental ability: Any ability based on a
Affliction, Binding, Innate Attack, mental advantage or that requires
Leech, or Neutralize. Often short- an IQ, Will, or Per roll – especially
ened to “attack.” if it helps the user communicate,
gather information, or influence
biological power: A power that origi- others. See p. 154.
nates from the user’s body. See
p. 26. mental-influence ability: An ability
that manipulates or reads others’
channeled energies: Any power thoughts, emotions, or percep-
source external to the power’s tions.
wielder. See p. 24.
metamorphosis: A physical transfor-
mation that alters the user’s size,
shape, or physiology. See p. 18.
modifier: An enhancement or
limitation.
GLOSSARY 235
moral power: A power that emanates defender out of the attack’s path. Examples include biological, chi,
from a grand moral principle – See p. 167. cosmic, divine, elemental, magical,
Good, Evil, etc. – in a setting where power modifier: A modifier – usually nature, psionic, spirit, and super.
such things are real, tangible a limitation – shared by every abil- Not the same as “origin.”
forces. See p. 27. ity of a power. It makes the ability special effect: Any feature that differ-
subject to the power’s inherent entiates an ability from the under-
mundane countermeasure: An ordi- drawbacks and benefits. See p. 20. lying advantage without affecting
nary item or condition that inci- Power Parry: An active defense with point cost – usually because it’s cos-
dentally blocks or negates a power. an attack ability that attempts to metic or because the GM feels it
See p. 20. weaken or stop an attack by isn’t an overall drawback or bene-
deflecting it or shooting it down. fit. See p. 113.
nature power: A power that flows See p. 167. spirit power: A power that works by
from the ambient life-energy field power skill: A skill that replaces the commanding spirits to do one’s
that surrounds all living things. See attribute roll to use an ability, but bidding. See p. 28.
p. 28. only for certain powers in some stunt: A creative use of an ability, not
settings. It defaults to the usual addressed in the description of the
negating defense: A defense that controlling attribute at -6. See underlying advantage or the nor-
stops an attack by canceling out its p. 162. mal rules for advantage use. See
source. See p. 11. power source: Same as source. p. 170.
power technique: A technique that super: A comic-book style hero or vil-
obstructing defense: A defense that lets an ability’s wielder buy off the lain with superhuman powers (but
stops an attack by interposing a penalty for a special feat with that not necessarily super-powers).
barrier. See p. 11. ability. See p. 162. super-power: A “comic book” power
psi: The generic term for psionic pow- that grants diverse superhuman
ongoing effect: Any effect of an abili- ers or one who possesses them. abilities and has no real connection
ty that endures after initial activa- to magic, spirits, or other tradition-
tion without requiring a new use of psionic power: A power that springs al sources from myth, folklore, and
the ability. from the user’s mind. See p. 28. literature. Common explanations
are mutation and weird science.
opposed powers: Powers with inimi- repeated attempt: The second or See p. 29.
cal foci (fire vs. ice) or sources later attempt to use an ability on superscience: Technology that vio-
(Good vs. Evil). They needn’t be the same subject or an identical lates physical laws. This can be a
anti-powers, but often are. See one after an initial failure. For cer- source of powers, especially pow-
p. 21. tain powers, this results in a FP ers granted by gadgets. See Gadget
cost and a penalty to use the abili- Limitations and Powers (p. 107).
origin: The story behind how a power- ty. See p. 159. switchable: Describes an ability with
wielder acquired his power. Not the ongoing effects that the user can
same as “source.” See p. 179. required disadvantage: A disadvan- consciously activate and deacti-
tage – usually a self-imposed men- vate. See p. 153.
passive ability: An ability that applies tal disadvantage – that anyone who Talent: A natural or learned aptitude
constantly or activates in response possesses a particular power must for a power. Add its level to all suc-
to a stimulus without any input take. Violating the disadvantage’s cess rolls to use that power’s abili-
from the owner. The GM makes all restrictions costs the user access to ties. See p. 8.
required die rolls. See p. 153. his power. See p. 21. temporary enhancement: A single
use of an enhancement, bought
physical ability: Any ability based on source: The driving force or paranor- with FP as a stunt. See p. 172.
a physical advantage or that mal energy that ultimately makes a transient: Describes an ability with
requires a ST, DX, or HT roll. See power or set of powers work. momentary effects that the user
p. 154. can consciously trigger. See p. 153.
transmutation: A physical transfor-
physical transformation: Any ability mation that alters the user’s com-
that lets the user alter the structure position. See p. 19.
or composition of his body. See variant trait: A redesigned advantage
p. 17. that works in a radically different
situation than the original but
power: An innate capacity to direct a shares its game mechanics and
superhuman energy source – inter- point cost. The differences amount
nal or external – to generate differ- to special effects. See p. 113.
ent effects related by a focus. Each wild ability: An ability that isn’t part of
effect corresponds to an ability. a power and isn’t affected by rules
that apply specifically to powers.
Power Block: An active defense that
concentrates a defensive ability for
improved effect, at the risk of hav-
ing no effect on a failure. See p. 168.
power defense: Any active attempt to
use a power to avoid an attack; see
Power Block, Power Dodge, and
Power Parry.
Power Dodge: An active defense with
a movement ability or physical
transformation that takes the
236 GLOSSARY
360° Vision advantage, 17, 39. INDEX
3-D Movement enhancement, Affects Others enhancement, Aware enhancement, 43-44. Constriction Attack advantage,
107-108; on Shapeshifting, Awe advantage, 84. 45.
74. 74; on Shrinking, 76. Awe and Confusion Check
Abilities, 7-8, 38; absolute, Construct enhancement, 48.
Affects Self enhancement, 51. Table, 85. Contact Agent modifier, 101.
117-119; active, 153; adding, Affects Substantial enhance- Backlash limitation, 104; 110. Control advantage, 10, 90-92,
34-37, 199; alternative, 11; Bane limitation, 71.
always on, 153; building, ment, 99. Based on (Different Attribute) 161, 163; as defense, 168;
38-119; choosing, 9-19; Affliction advantage, 9, 39-41; as godlike, 92.
combining, 171; communi- enhancement, 9, 100. Controllable enhancement, 43.
cations, 14, 148; crippled, countermeasure, 21, 31; Binding advantage, 9, 42-43, Coordinated Attack, 165-166.
156; cyberpunk, 116; default, beneficial, 40; inanimate Cosmetic limitation, 92.
173-174; detecting, 163-164; targets, 40; physical transfor- 161. Cosmic enhancement, 26, 97,
exertion, 159; fantasy, 116; mations, 17; resisting, 169; Bioenergy power, 123. 101; anti-powers, 32;
finalizing, 114-115; horror, stopping time, 118. Biological powers, as super- countermeasures, 21.
116, 210; improving, 34-37, Affliction Only limitation, 51. Cosmic powers, 21; adding, 36;
199; inappropriate, 10; Air, attacks, 137; power, 121. powers, 182; origins, 180; as super-powers, 182;
influence, 14-16, 148-149; Aliens, 219, 221-222, 230, 232. power modifier, 26; special example, 124-125; origins,
information, 14, 16-17, Allies advantage, 41. rules, 175. 180; power modifier, 26, 101;
149-150; martial arts, All-Out limitation, 49, 110. Bio-Scan enhancement, 72. source, 7; special rules, 175;
116-117; mental, 14-17, Alter Reality enhancement, 80. Blessed advantage, 16, 30, 43, tiered, 32, 101.
148-150, 154; movement, Altered Time Rate advantage, 186. Costs Fatigue limitation, 101; as
12-14, 147-148; mythic, 117; 41-42; stopping time, 118. Blessing enhancement, 87. power modifier, 25.
notation, 115; number, 19; Alternate Form advantage, 18, Blind Only limitation, 89. Costs Hit Points limitation, 110.
partially limited, 46; passive, 74-75; projection, 44. Blink enhancement, 89. Countermeasures, 20-21;
153; PC, 184; physical, 154; Alternative abilities, 11; Blockable limitation, 110. elemental, 27; in play, 193;
potential, 34-37; pulp, crippling, 156; with power Blood Agent modifier, 100. insulators vs., 24; mundane,
116-117; racial, 180; modifiers, 28. Body Alteration power, 123. 20; nature, 28; powers with-
resisting, 158, 169; sample, Always On limitation, 99-100. Body Control power, 123-124. out, 21; psionic, 28, 177-178;
136-151; science fiction, 116; Ambient energies, 24, 156. Bombardment limitation, 100. secrecy, 202; super, 29, 178.
secret, 31; senses, 14, 17, Amphibious advantage, 13, 42. Bouncing enhancement, 80. Create advantage, 10, 92-94,
150; space opera, 117; Analyzing enhancement, 47. Built-in firearms, 54, 116, 138; 161, 163.
special-case, 115-119; Anchored limitation, 89. examples, 136-137; shots, 54, Creation enhancement, 76.
success rolls, 157-161; Animal Control power, 121. 159. Creation Pool, 93-94.
super, 117; switchable, 153; Animal Empathy advantage, 15, Burst enhancement, 81. Crippling abilities and powers,
transient, 153-154; turning 48-49. Campaigns, 199-202. 156; biological, 175; chi, 175;
off/on, 153-157. Animals, alien, 222; super, 225; Can Carry Objects enhance- psi, 177; via extra effort, 160;
Abilities Only limitation, 119. upgraded, 211. ment, 108. via power defenses, 167-169;
Absorptive Change enhance- Animation limitation, 83. Cannot Memorize Forms via stunts, 170-172.
ment, 75. Anti-Magic power, 121-122. limitation, 75. Cure Affliction enhancement,
Accelerated Healing enhance- Anti-powers, 20-21, 31-32; Capped limitation, 51. 51.
ment, 96. channeled energies, 24; in Catfall advantage, 43. Curses, 9, 39, 54, 87, 102, 118;
Accessibility limitation, 99; as play, 155; magical, 121-122; Chameleon advantage, 18, 43. examples, 142-143.
power modifier, 25; for moral, 27; Neutralize, 98; Channeled energies, 24. Cursing enhancement, 87.
magic, 116. psionic, 28, 122; Static, 11, Channeling advantage, 14, Cyclic enhancement, 101; 172.
Accurate enhancement, 99. 98; super, 29, 122. 43-44, 186. Damage Modifiers, 101.
Active Change enhancement, Antipsi power, 122. Chaos power, 124. Damage Reduction advantage,
75. Anti-Super power, 122. Characters, 183-192. 53, 118-119.
Active Defense limitation, 110, Area Effect enhancement, 98, Chi powers, as super-powers, Damage Resistance advantage,
112, 167-168. 100, 172; on Telekinesis, 82. 182; origins, 180; power 12, 45-46, 118, 169.
Active enhancement, 83-84. Armor, 145-146. modifier, 26; pulp, 209-210; Danger Sense advantage, 16, 46.
Active IR advantage, 72. Armor Divisor modifier, 100, source, 7; special rules, 175; Dark Vision advantage, 17,
Active Only limitation, 69. 172. wuxia, 207. 46-47.
Active uses, 153, 173; detecting, Aspected limitation, 110. Clairsentience advantage, 17, Darkness power, 125.
163; multiple feats, 158; Astral Projection power, 44-45, 163, 196; Obscure, 64; Death power, 125.
power defenses, 168-169. 122-123. projection, 44. Default abilities, 173-174.
Active vs. passive abilities, 153. Attacks, 9-11, 158; balancing, Clinging advantage, 13, 45. Defenses, 11-12; balancing, 186;
Advantages, 39-98; as Talents, 186; benchmarks, 117; ele- Cold/Ice, attacks, 137-138; benchmarks, 117; examples,
29; exotic, 188; level limits, mental, 137-142; examples, power, 124. 145-147; extending, 173.
31; multiple copies, 12, 28; 136-145; instant-death, 118; Collateral damage, 165; from Delay enhancement, 102.
new, 90-98; supernatural, mental, 143-144; poisons, Power Parry, 168. Derange limitation, 97.
186-188; see also specific 144-145; ST-based, 146; Collective enhancement, 92. Destruction enhancement, 94;
advantage. supernatural, 142-144; Combat, 164-169. disintegration, 118.
Adventures, 192-199; modern, tables, 137, 141, 145; Combining powers, 170-172. Destructive Parry enhancement,
213; mythic fantasy, 208; unerring, 117; unstoppable, Common Sense advantage, 45. 103, 165.
psionic, 219; science fiction, 118; using, 164-167. Communications abilities, 14; Detachable Head enhancement,
222; secret powers, 217; Attraction enhancement, 45. examples, 148. 52.
super, 234. Attraction/Repulsion limitation, Compartmentalized Mind Detect advantage, 17, 47, 161,
Affects Insubstantial 83. advantage, 44, 67, 81. 163-164, 187; Obscure, 64.
enhancement, 99. Attributes, 10; as abilities, 13. Cone enhancement, 100-101, Digital Mind advantage, 130,
Auditory Only limitation, 95. 172. 188.
Aura enhancement, 100; Confusion advantage, 84. Digital Oracle advantage, 65.
164-165. Conscious enhancement, 45.
Constricting enhancement, 43.
INDEX 237
Dimension Travel power, 125. spirit powers, 28. Horizontal Only limitation, 80. Jet enhancement, 103.
Directed enhancement, 68-69. Finite Thickness limitation, 67, Hypersensory, enhancement, Jumper advantage, 13, 57-58,
Directional Sound advantage,
74. 46-47; limitation, 69. 197-198; projection, 44.
81. Fit advantage, 169. Hyperspectral Vision advantage, Kinetic Energy, attacks,
Disadvantages, 10, 189; affecting Flawed limitation, 75.
Flight advantage, 13, 50, 163. 17, 51-52. 139-140; power, 129.
abilities, 157; limits, 184; Focus, 7; examples, 121-136; Illuminated advantage, 187. Large Items enhancement, 76.
required, 21-23, 156, 190. Illusion, advantage, 15, 94-95, Leech advantage, 10, 96-97.
Discriminatory enhancement, opposed, 31. Life power, 130.
59, 98. Follow-Up modifier, 39, 102. 161, 163; power, 129. Lift Only limitation, 83.
Discriminatory senses, 17, 47. Force Constructs power, Immersive enhancement, 69-70. Lifting ST advantage, 58-59.
Distraction and injury, 155. Immunity advantage, see Light, attacks, 140; power, 130.
Divine Inspiration advantage, 127-128. Light Insensitive enhancement,
63. Force Extension enhancement, Resistant.
Divine powers, 30; as super- Implants, 10, 116, 230; see also 74.
powers, 182; example, 126; 78. Lighter Than Air limitation, 80,
origins, 180; power modifier, Force Field enhancement, 108. Built-in firearms.
26-27; source, 7; special Force fields, 46, 108, 173; Improvised Forms enhance- 87.
rules, 175-176. Limitations, gadget, 107; in play,
Dominance advantage, 187. examples, 146-147. ment, 75.
Double Knockback enhance- Fragmentation enhancement, Incendiary enhancement, 102. 156; new, 110-112; see also
ment, 101. Increased Range enhancement, specific limitations.
Doubling enhancement, 71. 102. Limited Access limitation, 57.
Drift limitation, 89. Fringe limitation, 57. 103. Limited limitation, 62-65, 70-71,
Drifting enhancement, 172. FTL enhancement, 82. Independence enhancement, 95. 78.
Dual enhancement, 103. Full Memory Access enhance- Independent Body Parts advan- Limited Use limitation, 103.
Duplication advantage, 48. Link enhancement, 39, 103.
Dynamic enhancement, 43, 76. ment, 67. tage, 52-53. Long-Range enhancement,
Earth, attacks, 139; power, 126. Full Power Only limitation, 80. Independent enhancement, 61, 108-109.
Elastic Skin advantage, 18, 48. Futuristic SF genre, 220-222. Low Signature enhancement,
Electricity, attacks, 139; power, Gadgets, as countermeasures, 108. 103, 163, 172; special effects,
126. Infiltration enhancement, 53. 113.
Electrokinesis power, 126-127. 20, 28-29, 177-178; minor, Influence abilities, 14-16; Luck advantage, 59.
Elemental powers, 30; as super- 227; Modular Abilities as, 64; Machine Telepathy power,
powers, 182; attacks, 137- Neutralize and Static vs., 97; examples, 148-149. 130-131.
142; power modifier, 27; powers, 107; super, 229; see Information abilities, 14, 16-17; Magery advantage, 29, 131, 187.
special rules, 176. also Superscience. Magic Resistance advantage,
Emanation limitation, 102, 165. Game Time modifier, 108. examples, 149-150. 169, 177, 187.
Emergencies Only limitation, Genre, 203-234. Infravision advantage, 17, 87.
102, 156-157. Glamour limitation, 111, 169. Initiative enhancement, 95. Magical powers, as super-
Emotion Control limitation, 61. Glossary, 235-236. Injury Tolerance advantage, powers, 182, 229; example,
Empathic limitation, 51. Gods, 183, 185, 204-205, 213, 131; mythic, 206-207;
Empathy advantage, 15, 48-49. 215, 224-225. 52-53, 118-119. origins, 180-181; power
Energy Reserves, 119; extra Good power, 128. Innate Attack advantage, 9, modifier, 27, 187; psionic,
effort, 161; Leech, 96; power Gravity power, 128. 181; secret, 214-215; source,
modifiers, 25. Gravity-Ripple Comm advan- 53-55, 161; parry, 167-168. 7; special rules, 176-177.
Engulfing enhancement, 45. tage, 81. Innate Attack skill, 39-40, 54-55,
Enhanced Move advantage, 13, Growth advantage, 18, 50-51. Magnetic limitation, 111-112.
49. Guided enhancement, 103. 113, 158, 164; parry, 168. Magnetism power, 131.
Enhanced Tracking advantage, Guns, 226-227; see also Built-in Inspired enhancement, 56, 65. Malediction enhancement, 9,
17, 49. firearms. Instant Reattachment enhance-
Enhancements, new, 107-109; GURPS Banestorm, 204; 103; beneficial, 40; Cone,
temporary, 172-173; see also Cabal, 214; Cliffhangers, ment, 52. 101; in combat, 165; on
specific enhancements. 209; Dragons, 206; Fantasy, Insubstantial Only limitation, Leech, 96.
Environmental limitation, 49, 203, 206-207, 213; Mana, 24, 27, 59, 207.
64, 110. Illuminati University, 215; 111. Mana Damper advantage, 59,
Erosive enhancement, 108. Infinite Worlds, 210, 229; Insubstantiality advantage, 19, 187.
ESP power, 127. Lensman, 220; Magic, 94,
Evil power, 127. 131, 180, 188-189, 207; 55-56, 119, 167, 195; projec-
Extended Duration enhance- Martial Arts, 5, 207; tion, 44.
ment, 102. Mysteries, 193; Psionics, Insulators, 24; elemental, 27;
Extended enhancement, 66, 70, 4-5; Religion, 5; nature, 28.
95. Shapeshifters, 4; Space, Interplanar enhancement, 57.
Extended (Special) enhance- 221; Spirits, 5; Steampunk, Intuition advantage, 16, 56, 161.
ment, 52. 224; Supers, 4-5; Traveller, Invasive enhancement, 62.
External limitation, 90. 220; Ultra-Tech, 218; Invisibility advantage, 19, 56-57,
Extra Attack advantage, 49-50. Voodoo, 214. 195; See Invisible, 72-73.
Extra effort, 160-161; Hands-Free enhancement, 86. Invulnerability, 118-119.
for resistance, 169. Hard to Kill advantage, 169.
Extra Recoil limitation, 102. Hard to Use limitation, 107,
Fatigue Only limitation, 70. 111.
Fatigue Recovery enhancement, Hazard enhancement, 96.
70. Healing, advantage, 19, 51, 161,
Fearlessness advantage, 169. 194-195; power, 128.
Feather Fall enhancement, 43. Heals FP enhancement, 96.
Fickle limitation, 24; 110-111; Hearing, 17, 51; Obscure, 64.
Heat/Fire, attacks, 139; power,
129.
Hermaphromorph advantage,
18.
High Pain Threshold advantage,
169.
Homing enhancement, 103.
238 INDEX
Mana Enhancer advantage, 59, Multiple feats, 158-159. Penetrating Vision advantage, Projection, 44; Affects
187. Multiple Lock-Ons enhance- 17, 66, 196. Insubstantial/Substantial vs.,
99; Alternate Form, 75;
Mana Sensitive limitation, 27. ment, 49. Peripheral Vision advantage, 17, enhancement, 44;
Maneuverable enhancement, Multi-Strike enhancement, 49. 87. Insubstantial Only vs., 111;
Mundane limitation, 69. limitation, 56, 58, 89.
80. Mythic fantasy genre, 203-208. Perks, 66; Accessory, 51, 79, 85;
Manifestation enhancement, 60. Natural Phenomena enhance- special effects, 114; super- Protected Power advantage, 69,
Mastery enhancement, 60. costumes, 226. 169.
Matter Control power, 131-132. ment, 92.
Matter Eater enhancement, 86. Nature powers, 182; as super- Permeation advantage, 14, Protected Sense advantage, 12,
Maximum Duration limitation, 66-67, 167. 69, 169.
powers, 182; power modifier,
111. 28; special rules, 177. Persistent enhancement, 104, Psi Static advantage, see Static
Maximum Height limitation, Needs Sample limitation, 75. 172. advantage.
Negated disadvantage enhance-
87. ment, 41. Petrifaction, 118. Psionics, as super-powers, 182;
Medium advantage, 14, 59-60, Neutralize advantage, 10, 97-98; Physical abilities, mental vs., genre, 217-219; magical, 181;
Accessibility on, 99; as origins, 181, 218; power
186. countermeasure, 20, 31; 154. modifier, 28; science fiction,
Meld enhancement, 67. Protected Power, 69, 169; Physical transformations, 17-19, 221; source, 7; special rules,
Melee Attack limitation, 9, vs. non-powers, 97. 177-178.
Neutrino Comm advantage, 81. 167; examples, 150-151.
103-104, 164-165. Night Vision advantage, 17, 87. Planetary limitation, 50, 80, 87. Psychokinesis power, 133.
Memory Bank enhancement, No Intercept enhancement, 72. Plant Control power, 132. Psychometry advantage, 16, 69,
No Memorization Required Plant Empathy advantage, 15,
62. enhancement, 75. 161, 163-164, 187; Obscure,
Mental abilities, 14-17; attacks, No Reattachment limitation, 52. 48-49. 64.
No Signature enhancement, Plot points, 192, 199. Quirks, 10; special effects, 114.
143-144; examples, 148-150; 103, 163-164, 172; special Poison, 9, 40, 55, 93; examples, Racial Memory advantage, 17,
physical vs., 154. effects, 113. 70.
Mental enhancement, 95. No Strain enhancement, 89. 144-145. Radiation, attacks, 140; power,
Metabolism Control advantage, No Vertical Move limitation, 56. Possession advantage, 15, 67-68, 133.
19, 60, 169. No Wounding limitation, 102. Radiation enhancement, 102.
Metamorphoses, 18; examples, Noisy limitation, 56. 157, 195; when projecting, Radiation Tolerance advantage,
151. Non-Combat Speed limitation, 67. 12, 70.
Meta-traits, abilities as, 136, 42. Power Block, 168-169; extra Ranged enhancement, 9, 105,
145; Alternate Forms, 19, 74. Non-Reciprocal Damage effort for, 160. 164.
Microscopic Vision advantage, enhancement, 75. Power defenses, 167-169. Rapid Fire enhancement, 105,
17, 60-61. Normals, 194, 209, 216-217; Power Dodge, 167. 173.
Mimicry advantage, 14, 61, 161, competent, 208-209; super, Power Investiture advantage, Rapier Wit advantage, 15, 70,
163. 229. 29-30, 126, 187. 161.
Mind Control advantage, 15, 61, Nuisance Effect limitation, 104; Power level, 183-184; futuristic Realism, 183, 200.
157, 161, 195. as power modifier, 25. SF, 220; modern adventure, Reattachment enhancement, 71.
Mind Probe advantage, 15, Obscure advantage, 10, 64-65, 208; mythic fantasy, 204; Reattachment Only limitation,
61-62, 161, 195. 163; as countermeasure, 21, psionics, 217; secret powers, 52, 71.
Mind Reading advantage, 15, 31; as defense, 168. 214; supers, 223. Reawakened advantage, 187.
61-62, 163, 195. Once On, Stays On enhance- Power modifiers, 7-8, 99; Recall limitation, 77.
Mind Shield advantage, 12, 62, ment, 75, 109. evaluating, 20-29; examples, Reciprocal Rest enhancement,
169, 173. One Ability limitation, 97. 26-29, 121-136; finalizing, 75.
Mindlink advantage, 187. One Attack Only limitation, 79. 25; in play, 156; naming, 26; Reduced Fatigue Cost enhance-
Minimum Duration limitation, One Power limitation, 98, 119. quick reference, 25; stacking, ment, 105.
111. One-Way enhancement, 77. 28; zero-cost, 25, 27; see also Reduced Range limitation, 105.
Minimum Range limitation, Ongoing effects, 155. specific modifier. Reflexive enhancement, 109.
111. Only Heals FP limitation, 96. Power Parry, 167-168. Regeneration advantage, 19,
Missing Damage Effect limita- Onset limitation, 104. Power skills, 162. 70-71.
tion, 102, 112. Opposed powers, 21, 30-32; Power techniques, 162. Regrowth advantage, 19, 71.
Mobile enhancement, 104, 172. Neutralize, 98; power Power Theft enhancement, 97. Reliable enhancement, 57, 109.
Modern adventure genre, defenses with, 168. Powers, 7; adding, 34-37, 199, Remote enhancement, 48.
208-213. Oracle advantage, 16, 65, 187. 202; balancing, 186; Repeated attempts, 159;
Modifiers, 99-112; Order power, 132. combining, 170-172; combining powers, 171.
multiplicative, 102; required, Origins, 179-182; modern adven- controlling, 190-192; Required Disadvantage
31; special, 99; ST-based ture, 211; mythic fantasy, creating, 6-37; crippled, 156; limitation, 104, 112.
damage, 146; on Talents, 29; 205; PC, 184; plots and, 192; defending with, 167-169; Required disadvantages, 21-23,
see also Enhancements, psionic, 218; science fiction, improving, 34-37, 199; in 156, 190; chi, 26; divine, 26;
Limitations, and Power 221; secret powers, 216; action, 152-178; latent, moral, 27; spirit, 28.
modifiers. super, 227. 34-36; learning, 35, 162, Requires (Attribute) Roll
Modular Abilities advantage, Overhead enhancement, 104. 189-190; monster-only, 210; limitation, 112.
62-64. Pact limitation, 104; required opposed, 21, 30-32; PC vs. Requires Concentrate
Monsters, 206, 210, 212-213, disadvantages, 23. NPC, 33, 185; player-created, limitation, 112.
232. Panoptic enhancement, 39. 8, 37; prevalence, 201-202; Requires Low Gravity
Moral powers, 30, 182; power Parabolic Hearing advantage, relationships, 30-32, 181; limitation, 45, 79.
modifier, 27; special rules, 17, 51. sample, 121-136; starting, Requires Reaction Roll
177. Parachute enhancement, 43. 33-34; structure, 31; see also limitation, 111-112.
More Weight enhancement, Para-Radar advantage, 17. specific power. Requires Ready limitation, 112.
76-77. Passive Only limitation, 69. Precise enhancement, 97. Requires Surface limitation, 50.
Morph advantage, 18, 74-75, Passive vs. active abilities, 153. Precognition advantage, 16, Resistant advantage, 12, 71-72,
167. Patrons advantage, 65-66. 68-69, 163, 187, 196-197. 169; as countermeasure, 31.
Move Only limitation, 83. Prerequisites, 31. Resistible limitation, 98, 105.
Movement abilities, 167; Presence enhancement, 84. Restorations, 19; examples, 151.
examples, 147-148; FP cost, Probability Alteration power, Ricochet, 166-167; enhance-
159. 132-133. ment, 109.
Multiple Contacts enhance- Profiling enhancement, 47.
ment, 62. Projected Form limitation, 75.
Projectile limitation, 80.
INDEX 239
Sapience enhancement, 77. Specific limitation, 45, 66, 79, Targeting enhancement, 86. Ultra-Fine enhancement, 73.
Scanner enhancement, 72. 83, 87-88, 112. Techniques, Coordinated Attack, Ultrahearing advantage, 17, 51.
Scanning Sense advantages, 17, Ultrasonic Speech advantage,
Spells, 188-189, 207; see also 166; default abilities, 174;
72, 163; Obscure, 64. Magical powers. power, 162. 14, 78, 81.
Second Nature enhancement, Telecommunication advantages, Ultravision advantage, 17, 87.
Spirit Control power, 134. 14, 81-82, 163; Obscure, 65. Unbreakable Bones advantage,
44. Spirit Empathy advantage, 15, Telecontrol enhancement, 67.
Secondary characteristics, 10. Telekinesis advantage, 14, 82- 53.
Secret powers genre, 214-217. 48-49, 186. 83, 161, 163; with Unconsciousness, 155.
Secure enhancement, 82. Spirit Jumper advantage, 57. Possession, 67. Uncontrollable limitation, 106,
See Invisible advantage, 17, Spirit powers, origins, 181; Telepathy power, 134.
Teleportation power, 134-135. 156-157; new abilities, 34,
72-73. power modifier, 28; source, 7; Telescopic Vision advantage, 17, 37.
Selective Area enhancement, special rules, 178. 87. Uncontrollable Trigger
Spirits, 185, 213, 230-231. Telesend advantage, 14, 81. limitation, 106-107, 112.
105, 172. Static advantage, 11, 98; Temperature Control advantage, Underwater enhancement, 107.
Selective Effect enhancement, Accessibility on, 99; as 83. Universal Digestion advantage,
countermeasure, 20, 31; Temperature Tolerance advan- 86.
105, 109. Protected Power, 69; vs. tage, 12. Universal enhancement, 60, 77.
Selectivity enhancement, 105. non-powers, 97. Unliving Forms Only limitation,
Sense abilities, 14, 17; examples, Static limitation, 95. Temporal Stasis enhancement, 75.
Steal (Other Score) enhance- 118. Unreliable limitation, 107; new
150. ment, 96. abilities, 34, 37.
Sense of Perception Steal Youth enhancement, 96. Temporary Disadvantage Untrainable limitation, 107; new
Stethoscopic enhancement, 73. limitation, 106. abilities, 34, 37.
enhancement, 86. Stigmata enhancement, 95. Unusual Background advan-
Sense-Based modifier, 9, Strength (ST), lifting weights, Temporary enhancements, tage, 31, 184-186; attacks,
58; modified damage, 146; 172-173. 138; futuristic SF, 220;
105-106. see also Attributes. modern adventure, 209;
Sensie enhancement, 82. Strength-Based (ST-Based) Terminal Condition limitation, mythic fantasy, 204, 207;
Sensitive enhancement, 69. enhancement, 103-104. 112. psionics, 217; secret powers,
Sensitive Touch advantage, 17, Stretching advantage, 18, 78. 214; supers, 223.
Striking ST advantage, 78-79. Terrain Adaptation advantage, Usually On, enhancement, 109;
73. Stunts, 170-174. 13, 83-84. limitation, 100, 112.
Sequential limitation, 48. Stunts Only limitation, 119. Vampiric Bite advantage, 86; see
Serendipity advantage, 73. Submerged enhancement, 88. Terror advantage, 15, 84, 161, also Leech advantage.
Shadow Form advantage, 19, Subsonic Hearing advantage, 187; Fearlessness, 169. Vampirism power, 135.
17, 51. Variable enhancement, 107,
73-74, 167. Subsonic Speech advantage, 14, Tight-beam burning attacks, 173.
Shapeshifting advantages, 18, 78. 113. Variant traits, 113.
Suffocating enhancement, 43. Vertical Only limitation, 80, 87.
74-75, 197. Suggestion limitation, 61. Time Mastery power, 135. Very Rapid Fire enhancement,
Short-Range limitation, 112. Super Climbing advantage, 13, Time-Spanning enhancement, 105, 109.
Shrinking advantage, 18, 75-76, 79. Vibration Sense advantage, 17,
Super Jump advantage, 13, 109. 86.
167. 79-80. Touch Only limitation, see Melee Visible limitation, 112, 164;
Side Effect enhancement, 106. Super Luck advantage, 80-81; special effects, 113; supers,
Silence advantage, 76. granting wishes, 119. Attack. 228.
Single Skill limitation, 49. Super teams, 232-234. Tracking enhancement, 89. Vision, 17, 87; Obscure, 64-65.
Size Modifier, 76; resisting Super-Effort enhancement, 58, Transferable enhancement, 78. Visual enhancement, 60.
83. Transhuman Space, 221. Visual Only limitation, 95.
Affliction, 40. Supernatural attacks, 142-144. Transmutation enhancement, Visualization advantage, 87.
Skills, 10; abilities enhancing, Super-powers, origins, 182; Voice Library enhancement, 61.
power modifier, 29; special 94. Walk on Air advantage, 13,
162-163; chi powers, 175, rules, 178. Transmutations, 19; examples, 87-88.
188; cinematic, 188; enhanc- Supers genre, 222-234. Walk on Liquid advantage, 13,
ing abilities with, 161; power, Superscience, 180, 212; power 151. 88.
162; Talents affecting, 188. modifier, 10, 107; see also T-Ray Vision advantage, 72. Wall enhancement, 173.
Slow Recharge limitation, 119. Gadgets. Trigger conditions, 34-36. Warp advantage, 13, 88-89, 161,
Snatcher advantage, 13, 76-77; Super-Speed enhancement, 42. Trigger limitation, 106. 163, 167, 197-198; projec-
granting wishes, 119. Surge enhancement, 102. True Faith advantage, 16, 30, tion, 44.
Social enhancement, 63. Surprise Attack enhancement, Water, attacks, 140; power,
Sonar Comm advantage, 81. 104, 109. 84-85, 161, 187. 135-136.
Sound/Vibration, attacks, 140; Swarm enhancement, 53. True Sight enhancement, 73. Weapon Mounts, 138.
power, 133-134. Switchability, 153-154. Tunnel enhancement, 89. Weather Control power, 136.
Source, 7; affecting FP use, Switchable, body parts, 10, 18, Tunneling advantage, 14, 85-86. Wild abilities, 6, 8, 20, 25, 27,
178; examples, 121-136; 81; enhancement, 98, 109. Turning enhancement, 84. 31-32, 34, 39, 101, 110, 173-
origin vs., 179; special rules, Takes Extra Time limitation, 174, 186-189; Neutralize and
174-178; see also specific 106. Static vs., 97.
source. Takes Recharge limitation, 106. Wild Ability enhancement, 90.
Speak Underwater advantage, Talents, 7-8; adding, 34, 37, 199; Wild Talent advantage, 89-90.
14, 78. affecting cinematic skills, Wishing enhancement, 59, 73,
Speak With Animals advantage, 188; combining, 171; existing 80.
14, 77, 188. advantages as, 29; in play, Words of Power enhancement,
Speak With Plants advantage, 157-158; mundane, 29, 35; 70.
14, 77, 188. pricing, 29; resistance, 169; World-Spanning enhancement,
Special effects, 39, 113-114; starting, 34; with 109.
detection, 163; fictional Untrainable, 107; see also
abilities, 116; guns, 54; in specific power.
play, 114, 170.
Special Movement limitation,
58.
Special Portal limitation, 58, 89.
Special Rapport advantage,
77-78.
Special Recharge limitation,
119.
Specialized limitation, 44,
48-49, 60, 68, 77.
240 INDEX
Want to create a superhero? A wuxia fighter?
An earth-shattering psi? A wizard or shaman
with abilities beyond spells and rituals? A god?
With the GURPS Basic Set and Powers, you have
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● Case-by-case advice on how to turn over 100
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● Five flexible new advantages: Control, Create,
Illusion, Leech, and Static.
● Dozens of new enhancements and limitations to
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abilities” that don’t all work at once, and ways
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● Hundreds of sample abilities – energy blasts,
curses, defenses, mental gifts, and more.
● Rules for powers – groups of abilities linked by
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● Guidelines on biological, chi, divine, elemental, magical, moral, nature, psionic, spirit, and
super powers – even godlike cosmic powers – and their interactions.
● Advice to GMs on how to keep it fun and prevent high-powered heroes from taking over!
GURPS Powers requires the GURPS Basic Set, Fourth Edition, and replaces the
Third Edition books GURPS Supers and GURPS Psionics. The advice on abilities and
powers can be used with any game that features superhuman characters.
By Sean Punch and Phil Masters Edited by Andrew Hackard
Cover Art by Romas Kukalis, Bob Stevlic, Eva Widermann, and John Zeleznik
Illustrated by Abrar Ajmal, Alex Fernandez, Justin De Witt, Tony Parker,
Bob Stevlic, Chris Quilliams, Eva Widermann, and John Zeleznik
1ST EDITION, 1ST PRINTING
PUBLISHED NOVEMBER 2005
ISBN 1-55634-742-1
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