TM TM Written by CHRISTOPHER R. RICE Edited by NIKOLA VRTIS Illustrated by BIDAJ DOO GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO Production Artist z NIKOLA VRTIS Director of Sales z ROSS JEPSON GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKOLA VRTIS Sith Editrix: Elizabeth “Archangel Beth” McCoy GURPS, Pyramid, Warehouse 23, the pyramid logo, How to Be a GURPS GM, High-Powered Origins, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. How to Be a GURPS GM: High-Powered Origins is copyright © 2021 by Steve Jackson Games Incorporated. All rights reserved. Some images used under license from Shutterstock.com. 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STEVE JACKSON GAMES Stock #37-0374 Version 1.0 – September 2021 ® C ontents IntroductIon . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Building to the Concept ........................ 6 About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Approaches to Character Design.................... 7 Playing With Power ........................... 7 WIth Great PoWer . . . . . . . . . . . . . . . . . . . . . 3 Power-Playing................................ 7 The high-Powered CamPaign . . . . . . . . . . . . . . . . . . . 3 Powerful Realistic Characters ................... 7 Genres for High-Powered Games . . . . . . . . . . . . . . . . . . . 3 Realistic Powerful Characters ................... 8 About GURPS .................................. 3 Powerful Characters and Expectations ............. 8 Decomplicating the Rules ......................... 4 The Werewolf Heir ........................... 8 Communication ................................. 4 Skills vs. Wildcard Skills . . . . . . . . . . . . . . . . . . . . . . . . . . 8 NPCs in Campaigns.............................. 4 Character Growth ............................... 8 Metagame Traits vs. Impulse Buys.................. 4 Alternate Point Rewards........................ 8 High-Powered Combat ........................... 4 high-Powered PiTfalls . . . . . . . . . . . . . . . . . . . . . . . 9 The high-PoinTs-ToTal CharaCTer . . . . . . . . . . . . . . 5 Point Debt...................................... 9 Character Creation............................... 5 All-Powerful Characters........................... 9 Starting Power Level........................... 6 Misplaced Realistic Powerful Characters............ 10 Be the Hero’s Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Super-Normal vs. Superpowered .................. 10 Templates and Buckets......................... 6 Unusual (Background) for Whom?................. 10 I feel like I live in a world made of cardboard, always taking constant care not to break something, to break someone. Never allowing myself to lose control even for a moment, or someone could die. – Superman, in Justice League Unlimited #3.13 I ntroduCtIon GURPS is a robust system with dials and switches to tune characters, along with warnings about pitfalls to avoid when the game engine to whatever it is you desire. But higher-pow- being the GM. ered campaigns can be harder to quantify. Is a high-powered campaign in GURPS a question of how someone runs the a a bout the uthor game? Each GM has their own way to run a “high-powered” campaign, so that’s going to vary from person to person. Is Christopher R. Rice has run numerous high-stakes it the amount of points the GM allots for character creation? and high-powered games in GURPS. He’s also authored, A hero with 300 points in nothing but combat abilities (e.g., co-authored, or contributed to nine GURPS supplements weapon skills, Combat Reflexes, and High Pain Threshold) is (and counting!) and many articles from old and new different from one with 300 points in social traits. Is it the Pyramid. Of course, if he’s not writing about GURPS, way the campaign is put together – which power level, which he’s blogging about it. Visit his site, “Ravens N’ Pennies” rules, which genre, and so on? A modern-day action cam- (www.ravensnpennies.com), for more GURPS goodies. paign using realistic rules produces a different experience He wishes to thank L.A., for being the wonderful, amaz- than one that includes cinematic options. ing, inspiring woman that she is – not every man gets his In truth, it’s all three . . . and one more: it’s ow the GM uses muse personified in the flesh! He also thanks his gaming the tools GURPS provides. The campaign grows as the set- group – the Headhunters – for alpha testing, his family ting grows, and which rules are used can change, even grow, (especially his mother), and Elizabeth “Archangel Beth” according to how the game proceeds. This supplement gives McCoy, his Sith Editrix mentor. advice on running high-powered games with high-powered C I 2 ontents and ntroduCtIon W G Ith reat P . . . oWer Running a game with high point totals or where player to effectively manage such games: the campaign and the characters are focused on specific areas, like combat, can characters. be challenging. The GM needs to consider two key aspects t h -P C he IGh oWered amPaIGn There are several matter to consider when designing a aspects inherent to their nature when pushed to that level. For high-powered campaign. example, a splatterpunk campaign might work if the PCs are doing the splattering, but from the victims’ G side of the swimming pool, that doesn’t enres for work so well. Likewise, horror cam- h -P G paigns are predicated on PCs not being IGh oWered ames able to kick monster butt most of the The best genres for high-powered games are time, and “realistic” settings may rely usually supers, pulp action, or any sufficiently on not tossing scenery around during cinematic setting where the PCs are “big darn a bar brawl. The GM should consider heroes” (or other key figures). carefully how cinematic changes mod- With ingenuity, most genres could work at ify the genre they’re considering for a “high-powered” level, but many of them lose the campaign. a GURPS bout Steve Jackson Games is committed to full sup- with #GURPShook on Twitter. Or explore that hashtag for port of GURPS players. We can be reached by email: ideas to add to your own game! The GURPS How to Be [email protected]. Our address is SJ Games, P.O. Box a GURPS GM: High-Powered Origins web page can be 18957, Austin, TX 78760. Resources include: found at gurps.sjgames.com/howtobeagurpsgmhpo. Store Finder (storefinder.sjgames.com): Discover New supplements and adventures. GURPS continues to nearby places to buy GURPS items and other Steve grow – see what’s new at gurps.sjgames.com. Jackson Games products. Local shops are great places to Warehouse 23. Our online store offers GURPS print play our games and meet fellow gamers! items, plus PDFs of our books, supplements, adventures, Bibliographies. Bibliographies are a great resource for play aids, and support . . . including exclusive mate- finding more of what you love! We’ve added them to many rial available only on Warehouse 23! Just head over to GURPS book web pages with links to help you find the warehouse23.com. next perfect element for your game. Pyramid (pyramid.sjgames.com). For 10 years, our Errata. Everyone makes mistakes, including us – but PDF magazine Pyramid included new rules and articles for we do our best to fix our errors. Errata pages for GURPS GURPS, plus systemless locations, adventures, and more. releases are available at sjgames.com/errata/gurps. The entire 122-issue library is available at Warehouse 23! Internet. To discuss GURPS with our staff and your Rules and statistics in this book are specifically for the fellow gamers, visit our forums at forums.sjgames.com. GURPS Basic Set, Fourth Edition. Page references that You can also join us at facebook.com/sjgames or begin with B refer to that book, not this one. twitter.com/sjgames. Share your brief campaign teasers W G P . . . 3 Ith reat oWer d r get some of the feel of certain rules without bogging down eComPlICatInG the ules every scene. As shown by GURPS Ultra-Lite, GURPS doesn’t have to For a good starting point on essential mechanics for be complicated. Most mechanics are “roll 3d lower than a running a GURPS game, see GURPS Lite; from there, target number.” Despite its reputation, it’s also not a “reality add in rules from the Basic Set and other supplements to simulator.” Rather, GURPS is a toolbox to create exactly the address situations most likely to come up in the campaign. game the GM wants within a consistent framework (which For a discussion of customizing combat, see How to Be is sometimes confused with being a perfect simulator). The a GURPS GM, pp. 40-43, and How to Be a GURPS GM: GM can complicate a campaign with special rules for special Combat Encounters. The GM can also get ideas by starting situations, and this can lead to gameplay that can bog down a discussion on the Steve Jackson Games message boards, very fast. It’s like a house of cards – the more you stack on top, forums.sjgames.com. the more likely it falls down. This is especially the case with high-points games. More points equal more creation options nPC C s In amPaIGns and that means to more actions the characters can take, and thus more the players need to remember. The best thing a GM Creating a campaign to entertain players of high-points can do when running high-points campaigns is to pare down characters can seem daunting. The urge to stat up everything the rules used at the beginning and come up with templates or will rear its ugly head, and the GM may become concerned trait packages to limit character-creation options. Let compli- about balance in the campaign without those stats. Don’t. Just cations emerge during gameplay. There will be plenty, given . . . don’t. Most NPCs don’t need detailed character sheets. the average player. They only require the stats the PCs will likely interact with. Another option is to “turn the dial” on rules by mak- For a fight scene involving some mooks, anything not combat ing a note of which rules might be relevant, but only using related is irrelevant unless the GM intends to permit non-com- them when dramatically appropriate. This allows the GM to bat ways of defeating them. Likewise, a fence might look like this: “Michael “Shine” Duron, Fast-Talk-14, Merchant-15, Contact Group (Local underworld; C Skill-15; 9 or less).” The GM can make up everything ommunICatIon else in the moment and take notes on additional traits The key to good campaigns is communication. The GM for NPCs the protagonists might meet again. should be open to the players as much as possible, while the Campaigns are often built by accretion – the PCs’ players should feel comfortable coming to their GM with ideas interactions with the world eventually help mold and problems. A few tips: the world. By deciding only on key stats before the campaign starts, the GM has greater flexibility when • Pop Culture Comparison: Be open to players phrasing ques- interacting with players, while keeping a framework tions like “I wanna be X from Y.” This sort of fiction-based con- to hang the world on. cept is extremely helpful when starting character or campaign design because it lets the GM build a good foundation. Just be m t . etaGame raIts vs wary of characters being too much like X from Y; ensure the PCs have some key differences, to avoid “but X from Y could have I b mPulse uys done it!” arguments later. • Bad Character Design: Be willing to tell players “No, that Metagame traits (e.g., Luck or Serendipity) are doesn’t work for the campaign” and then help them design some- common ways for players to arrange the lucky breaks thing with many of the same key features that does fit. A fasci- that fictional protagonists often get via writer fiat. nating character concept may simply clash: a rock-star cyborg While those traits work well for lower-power cam- fits a high-tech campaign, not a high-fantasy one, and trying paigns, characters with north of 400 points might to shoehorn in a magical construct bard could require NPCs to be better served by GURPS Power-Ups 5: Impulse react in ways that “break the suspension of disbelief” or become Buys. With Impulse Points, the players can change boring. More obviously, “best at everything” concepts rarely play the scenery of the campaign, get favors in play, and well with others. It’s better to catch incompatible designs before much, much more. Consider carefully the value of they enter play than to have to fix things later. just rerolling a bad roll vs. being able to really influ- • No Inspiration: Sometimes a player just has zero character ence the setting in an organic and logical manner. ideas. They might not like the campaign (and that’s a different, serious problem), but usually they’re just having a hard time h -P C IGh oWered ombat coming up with something that catches their interest. In such cases, the GM’s job is clear: help the player throw spaghetti at Creating exciting battles in high-stakes campaigns the wall and see what sticks. Suggest things that the player has can be difficult for the GM, thanks to the competence enjoyed in the past and would work for the campaign at hand of the protagonists. To start calibrating combat, the or things the player hasn’t tried before! At the worst, for the GM should measure the basic damage output of each GM who knows a player well enough, ask if they want a char- of the characters, and determine how much damage acter with Amnesia, and design a fun mystery for the player to they can take. That is, figure out a given PC’s best engage with. attack and note the range for minimum and maxi- mum, plus the average. W G P . . . 4 Ith reat oWer Example: The 1,000-point superhero Laser Lass might be campaigns, combats are just another way to highlight the able to emit blasts doing 15d burning. Thus, the GM would awesomeness of the players’ characters – while also remind- note this as “Laser Lass, 15-90 (52).” ing them not to get overconfident, if the mooks have some strategy! To present more of a challenge when using mooks, For how much damage a character can take, add up all the GM can use the following optional modification for Basic DR the character has and note if the DR has any limitations Abstract Difficulty (GURPS Action 2: Exploits, p. 4): (such as “Only vs. energy”). Optionally, use the rules for Point Totals and Overall Power from How to Be A GURPS Super BAD: Normally, BAD is not used in combat. But in GM, p. 27. high-powered campaigns, the GM can ignore this and give Broadly, unless a high-powered PC is fighting an equal-pow- the opposition half the bonus from BAD to all rolls made in ered NPC, the protagonists will win most combats – and combat (e.g., attack, damage, active defenses). This lets mooks that’s okay! It’s expected that the PCs can wipe the floor with challenge the high-points heroes even if the villains have the mooks the big bad sends after them. In high-powered barely above-average traits. t h -P -t he IGh oInts otal C haraCter There are two types of “high points” characters. The high-points-total characters! It’s just that one is broadly first is the most obvious: someone with points north of competent (a Jack-of-All-Trades) and the other is specifically 300 – sometimes far north. Such characters can afford to competent (a Jenny One-Skill). spend points on being broadly competent, giving them good odds of affecting multiple issues. Examples include travelers C C haraCter reatIon in time and space, caped crusaders, and hyper-competent space-faring captains. The second type is a character who The involvement of the GM in character creation is par- has concentrated points in a specific aspect. Such characters ticularly important in high-stakes campaigns. Player char- often “punch above their weight class” in their area of exper- acters who are not aligned with the campaign’s premise can tise. Even at relatively low points totals, specialized charac- cause all sorts of trouble, and the larger the point totals, the ters seem to be of higher value. Both types are considered more trouble. W G P . . . 5 Ith reat oWer Starting Power Level special abilities, 100 on skills, up to -50 points in disadvan- tages, and a final 200 on whatever you like” or “up to 200 The GM should first decide on the starting point value of points on attributes, 400 in advantages and abilities, 100 in their high-powered game. The higher the value, the greater skills, -50 in disadvantages, and 100 on GM-designed pack- the challenges and the stakes should be. This can be tricky ages.” For campaigns with one GM and one or two players, for the GM who has never run a high-value campaign before, using templates to design broadly competent adventur- who may thus choose a conservative number (anything less ers might be the better route; see “Buddies and Loners,” than 300 points). This is rarely as good an idea as it may seem; Pyramid #3/53: Action, pp. 4-8, for what this could look like the promise of high stakes encourages players to design either in a GURPS Action campaign. Jennies One-Skill who become frustrated or bored outside Another way to do this is to use “Buckets of Points” from their specialization, or Jacks-of-All-Trades who can’t quite Pyramid #3/65: Alternate GURPS III. Sean Punch’s methodol- rise to the occasion – any occasion. While not a fixed rule, ogy for character creation is spot on for high-points and low- anything labeled “high points” should start around 300-500 points characters. points. This is the beginning value of the high-stakes GURPS Monster Hunters series. Building to the Concept The GM might find it useful to reference pop culture as a measuring device. For example, the GM could say, “Like Normally, GURPS campaigns start out with a specific point the Avengers, but everyone is more street level, so 600 points budget, and the players build their characters from there. This or so.” The GM may also wish to use one of the methods equality of point budgets means characters are theoretically described under Templates and Buckets or Building to the balanced against one another. Fixed point budgets also can Concept (below). be useful because they require characters to focus on niches, reducing the odds of an unbalanced party, limiting unexpected game-mechanical synergies, and ensuring a greater range b h ’ h e the ero s ero of possible adventures. But cinematic campaigns can benefit from (or even Some of the current series for GURPS (particularly Action, After the End, require!) an entirely different approach. and Dungeon Fantasy) specify starting point totals below the very high level. It’s more GM-intensive than normal and These totals keep character concepts tightly focused while ensuring that no requires the players and the GM to trust one plays a schlub in a campaign that’s all about heists, surviving the apoca- each other, but at high enough point lypse, or dungeon delving. Such games hinge on competency from each player totals, what becomes more meaningful character. It’s possible to reduce the values of templates found in the series is how the character can affect the plot. (see, for example, GURPS Action 4: Specialists or GURPS Dungeon Fantasy First, the GM needs to decide 15: Henchmen), but increasing them can be harder due to the fact players what point range the campaign will have more options and power-ups to choose from, and thus can design char- span, and then the average player char- acters who can succeed more often and potentially at a greater range of tasks. acter’s point value. This range of points For starting characters with higher than standard point values, the GM should is called the “tolerance.” In general, a always be involved. The GM will want to rein in Jacks-of-All-Trades who are tolerance of 50% in either direction is spreading themselves too thin with too many skills, suggest Jennies One-Skill good for most campaigns, but super- need some basic skills (like Survival along with Fireball), and decide whether hero or fantasy games can go well above to let a minmaxer get away with some incredible skill-trait combination. or below that. To have a better sense of what players might get up to, as well as to ensure they focus on the campaign concept (“20 points in Free Fall? In an Earth- Example: A GM who wants to run bound setting?”), the GM may create packages of traits for the players to a 1,000-point superheroes campaign choose. After all, 250 points in a standard template plus 50 points decided on might have a minimum of 500 points by the players means the GM must keep track of more possible actions that and a maximum of 2,000 points. With the players could take than if the GM restricted them to picking a 250-point an average point value of 1,000 points, template plus five 10-point packages. the tolerance is 50% to 200%. So, how do you challenge a 300-point delver in Dungeon Fantasy or hero Next, the GM provides an overview in Action? Raise the stakes! The High-Powered Campaign (pp. 3-5) is full of of the campaign (genre, a few sentences ideas for exactly that. about the setting, and any adventure expectations). Then the GM gets with the players (individually or together) and Templates and Buckets asks for pitches about their characters. The GM can provide a questionnaire designed to find out how the Having access to large numbers of points has its hazards. character might fit into the campaign, and to help integrate Aside from risking characters who are too focused or too each player’s vision of their character with the setting. (For general, players may suffer from “decision fatigue” because example, the GM might ask: What is your character’s current they have too many choices! If the GM isn’t starting with life goal or the motivation for doing what they do? Where did templates from an existing GURPS series, specifying broad the character grow up? What was their training?) The goal is guidelines can still be helpful to the players; for example, to ensure all the PCs are appropriate to the campaign, and “spend 100 points on attributes, 200 on advantages, 200 on the players are happy with them. W G P . . . 6 Ith reat oWer Each player now describes “What You Must Have,” “What concerning issue is muddying the themes and creating uncer- You Need,” “What You’d Like,” and “What Would Be Cool” for tainty about which genre expectations are in effect in the cam- their character concept. paign. Players can’t react confidently to the game world unless they know how the game world will react to their characters. • What You Must Have: These traits are essential to the player’s character concept. The player cannot adequately por- Playing With Power tray the character without them. For example, Captain Gadget needs Gadgeteer abilities, Siren needs Voice and Mind Control, In this approach, the players create “normal” characters. and Robbing Hood needs high DX and Weapon Master (Bow). The GM then throws them into trouble up to their ears, but • What You Need: These are traits that help the character doesn’t kill them and instead hands out more points. A lot concept come to life. The player could live without them, but more points. the character wouldn’t be as much fun. It would be good if What catapults the protagonists into problems might be Captain Gadget could be hyper-competent with mundane the first stirrings of a new power, or the stress may cause their technology (Mechanic, Computer Programming, etc.), Siren powers to awaken. Either way, they started as regular (or could communicate with marine life (including seagulls), and below average) PCs for the setting, and now they’re speeding Robbing Hood could afford a zillion trick arrows. to the top on large batches of earned points. The GM can let • What You’d Like: These are traits that would be useful the players assign the points, or hash out a rough progression and help the player with the character concept, but they’re not with each player and hand out packages of power increases integral to it. For instance, Captain Gadget would like to have instead, at longer intervals, with some points per session to an Ally group of little battery-powered buddies, Siren likes address minor character adjustments. the idea of high Appearance (or Reputation and Wealth from a singing career), and Robbing Hood would like an Ally group of humans, not little toys, thanks. • What Would Be Cool: These are traits that would enhance the character concept, but aren’t really needed at all. Perhaps Captain Gadget wants Contacts who are sapient computers, Siren would like to be covered in tiny scales (that give DR) and have the ability to shape- shift into a mermaid and maybe Control (Water), and Robbing Hood could also be good at computer hacking. Once the GM and the players have gone through this process, the GM final- izes each player’s character. This may require only reviewing the character sheet and checking math, or it might take creating new advantages, negotiating lesser forms of expensive “What Would Be Cool” traits, and denying Captain Gadget a robot blimp fleet. Overall, building to the concept fits high-points campaigns well because it provides a framework for characters, using the average and tolerance to set expectations without forc- Power-Playing ing concepts into restrictive point limits. It works best with This tack is nearly the reverse of Playing With Power. The groups who have been together for a while or at least have character is built to be powerful, and instead of a mix of plan- a strong, shared social contract. It can also take a while, ning and evolving to fit with a group, they’re meant to occupy so use this method for pick-up games only when designing a niche from the start. The Team Healer, the Team Brick, characters is meant to be part of the experience! the Crowd Controller – they may have personality and back- story, and develop into complex characters, but they start out aPProaChes to defined by the “high concept.” The GM should be very involved in character progression, to keep each one from encroaching C d haraCter esIGn on someone else’s niche. Here are some broad approaches that the GM can take for Powerful Realistic Characters making powerful characters for high-stakes games. Mixing and matching may be possible, but should be expected to pro- This approach is more orthogonal to the other two, though duce tension between characters who likely have vastly differ- it interacts more smoothly with Playing With Power. The cam- ent outlooks because of the way they were designed! A more paign is unrealistic, but the characters take it very seriously. W G P . . . 7 Ith reat oWer Stakes are high, but everyone has to pay the rent, getting stuck by their point budget. For high-points campaigns, it gets with the bill for destroyed property is a risk, and underage more complicated: players have plenty of points to spend on heroes still need to keep their grades up and not ditch school traits and may well use them to produce high-competence too much. Examples include anime magical-girl teams, portal generalists or hyper-focused specialists. This might lead to fantasies, and gritty superhero comics. This approach often scattershot characters that don’t fit the campaign mold, gen- benefits from templates or buckets of points (p. 6) for the real- eralists who encroach on others’ niches (and make it impos- istic part of the character and then another template or bucket sible for a GM to challenge anyone with something they’re for the unrealistic portions of the character. For Powerful not decent at), or ultra-specialized people who can’t be chal- Realistic Characters, the dichotomy between their mundane lenged in their specialty – but are useless outside it. Luckily, and fantastic sides is a key part of the campaign feel. there’s an answer: wildcard skills (p. B175 and GURPS Power-Ups 7: Wildcard Skills). These encourage “broad spe- Realistic Powerful Characters cialization,” allowing high competency in small, thematically connected areas. They give focus, niche-protection, and range. This version is firmly rooted in “realistic” high-stakes cam- Furthermore, wildcards aren’t just packages of skills. They paigns, whether historical, low-magic fantasy, hard science also serve a dramatic role, which can patch previously unno- fiction, or modern day. The PCs may be movers and shak- ticed holes in skill sets, such as whether a detective might have ers (or assassins and spies), with their biggest point-sinks in Area Knowledge (the bad side of town). With a high-stakes traits like Wealth, Allies, or Reputation. The court mage has campaign, really consider including wildcard skills. Status and a very few spells; the short-range psionic empath got rich “cheating” at cards; the starship-owning smuggler C G . . . has a ship. haraCter roWth Because GURPS front-loads the complexity of character creation, updating characters is easy. P C Make a few choices; spend a few points. Boom. oWerful haraCters Done. However, incremental growth on top of e already-powerful characters may not suit the cam- and xPeCtatIons paign. The GM may wish to limit when PCs can There aren’t necessarily clear demarcations between the spend their experience points, encouraging larger listed design methods, even though too much intermingling can improvements instead of smaller, immediate-grati- give a disjointed feeling that, at best, needs careful handling to fication ones (and reducing paper-shuffling during be interesting instead of frustrating. Here is an example of how every game session to update a few skills). This also a high-concept idea could be expressed differently in each type. has the side effect of reducing intersession over- (Similar trope expectations apply for someone whose power is in head since players know they won’t need to upgrade a magical item – Green Lantern’s ring is very different from Bilbo their characters until a dedicated session. Baggins’s! – psionic abilities, etc.) Some campaigns might not use earned points, but only adjust social traits (Contacts, Wealth, The Werewolf Heir Reputation, etc.) according to how the characters behaved. If using Building to the Concept (pp. 6-7), When the first change hits, Playing With Power werewolves are the GM may not award points, but instead discuss suddenly awakened to their supernatural side! Their mundane each character’s logical growth at the end of an cares take a distant second place as they deal with new enemies adventure arc. and new abilities. Power-Playing werewolves may have always known their nature Alternate Point Rewards and use their wolf-forms to speedily run down villains or scout ahead for the group. NPCs are easily persuaded to be calm about If the GM wants to award character points, it the wolf, except when plot-relevant. can be difficult to pin down how many to dish out Powerful Realistic lycanthropes must keep the neighbors from when running a high-points campaign. The PCs reporting a “stray dog” while they navigate were-critter politics likely already have almost everything they wanted (which may involve killing challengers!) without losing their mun- for their character concept, so upgrading it is tricky! dane job until they’ve gotten the royal purse. Five character points is unlikely to modify a 500- Realistic Powerful ones do political outreach to prepare mun- point character very much in some campaigns. dane humanity for Lycanthrope Rights – while thwarting the To emulate some of the ways pop culture heroes occasional kidnapping or deportation attempt. seem to progress with their powers and traits, another method is called for. First, figure out the average starting point value of the characters and the approximate ending point value they should have s . W s when the GM intends to wrap up the campaign; the differ- kIlls vs IldCard kIlls ence between the two values is the total number of points each GURPS has several hundred skills available (even more character should have earned by the end of the campaign. The if counting specialties). This can lead to a lot of time pick- ending point value can be anything the GM likes, but is often ing “perfect” skills during character creation. For most cam- related to accomplishing a specific goal such as “defeat the big paigns, this works out fine because the players are limited bad” or “save the world from the aliens.” W G P . . . 8 Ith reat oWer Next, determine the number of sessions the GM expects to Example: A group playing 1,000-point supers hopes to have run and the average length of those sessions. Finally, divide a four-hour session once a week for the next year. That’s up to the total number of earned points by the number of sessions 52 sessions in a year, but the GM takes into account sickness, to figure out how many character points the players should be family, holidays, and vacations, and assumes it’ll be more like earning each session. Extra points for good roleplaying, clever 40. The GM wants the PCs to gain about 50% of their total solutions, etc. aren’t included in this average, but should still points over time. Thus, the GM should award about 12 points be awarded! This is a guide, not a rigid structure. per session (or about three per hour). h -P P IGh oWered Itfalls Here are a few common challenges to watch out for when Star Trek’s Q: they’re vehicles for the storywriters to “break running a high-powered campaign. the rules” and force less-godlike characters to deal with sit- uations they could not normally get into themselves But in a P d game? As NPCs, they can make players frustrated and help- oInt ebt less when they show up, and as PCs, if everyone is omnicom- It’s happened to everyone at least once: a player has cre- petent, what could possibly challenge them, and why bother ated a character and believes they’ve gone over every detail with character sheets, anyway? and processed every possibility. Then the game begins, and BAM! The player discovers that they forgot to add some key trait. The GM could have the person edit the character and recalculate everything. Or, the GM could simply add the trait to the character sheet and put the protagonist in point debt. Being in point debt means the player needs to spend most of their earned character points at the end of every session to buy off the late purchase. The GM decides how many earned points must go to the debt each session (from a fraction of points to all of them). Requiring fewer than all the earned points allows the character to advance in other areas, like their fellow party members. For players who try to game the system by purposely forgetting traits, the GM should require that all earned points be spent on paying off the debt. a -P ll oWerful C haraCters Omnicompetent characters may work well in fiction where the writer decides what happens and how it happens, but they are boring in a game. This doesn’t mean pow- erful people are boring, but such a charac- ter needs to have an internal weakness – an area of non-competency that keeps them from Saving The Day Again, each gaming session. For example, Watchman’s Doctor Manhattan is a godlike character. He can do just about anything and is the only character with traditional superpowers in that setting . . . but his disconnection from humanity makes him easy to manipulate and causes him all manner of problems. He’s still capable of losing. Meanwhile, con- sider the Beyonder from Marvel Comics or W G P . . . 9 Ith reat oWer m r However, super-normals tend to be somewhat fragile IsPlaCed ealIstIC against the superpowered in some situations. The GM needs PoWerful CharaCters to recognize this and make sure the character can do use- ful things in such conditions. For example, if the big bad A high-points character is not necessarily one that is is all but invulnerable to attacks except by the team strong unrealistic. GURPS realism is essentially, “if it’s possible guy, the GM should toss in a few mooks of varying abilities in the real world, it’s possible in the game.” There are cer- for the super-normal and others in the group to engage. tainly real-world examples of people who, as game charac- ters, would just be worth more points than the hoi polloi. u (b ) Through genetics, luck, or hard-won talent, they are just nusual aCkGround more capable – them’s the breaks. W ? for hom A high point total does not mean being powerful in all areas. A 400-point person sank most of their points into social traits Unusual Background is a GM-defined trait that’s often (Influence skills, Rank, Status, Wealth, etc.) would be abysmal used incorrectly. Unusual Background effectively covers at physical conflict. Similarly, real people can be “minmaxed” three concepts and should be considered whenever one of or tightly focused via raw talent (e.g., “savants”) or intense these cases crops up. training (e.g., Navy SEALs). As characters, they may have far First, it’s a measure of how rare a trait is in the cam- fewer points, but can do that one thing astonishingly well. paign world. For example, teleportation might be possible, However, see Approaches to Character Design, pp. 7-8; but only one in a million has it. Unusual Background for a putting a “realistic powerful character” into a setting that rare known ability includes the awe it attracts and profits it punishes that form of realism will do neither player nor cam- can turn. paign any favors. The GM needs to keep an eye on character Second, it is a measure of how prepared the setting’s creation and steer the players in the right direction for the inhabitants are against a trait. For example, if there are no campaign – don’t let the players create Bill Gates when the known means to block teleporters in the campaign world, or setting needs Bruce Wayne. no one thinks to guard against teleportation because it is a secret ability, then the character should pay for that benefit. s -n . Third, it exchanges flexibility in other areas for a trait uPer ormal vs the GM doesn’t want getting out of hand. (If the GM really suPerPoWered doesn’t want PCs to buy an ability, the GM needs to spec- ify “not for PCs.”) For example, teleportation is extremely In some campaigns, a player might want to design a super handy, but if the GM can siphon off some points to prevent “normal” – someone who is essentially human and possesses the teleporter from also becoming a high-DX assassin-acro- no superhuman abilities, but is at peak human performance. bat, the GM now has an in-game reason that prevents boring In GURPS terms, this tends to manifest as extremely high “I teleport and win” scenarios. attributes, useful traits like Combat Reflexes and Luck, and By its nature, the cost of Unusual Background requires high or broad skills. Balancing such people against those the GM to make a judgment call, but GURPS Powers offers with actual powers can be tricky. The best option is to load some suggestions. For a general discussion of the advan- the super-normal up on “plot armor” (e.g., meta-game traits) tage, see Powers, pp. 184-186. For suggestions with point to allow them to be of similar value to their powered com- costs, see Arms Control, Powers, p. 138; Pulp Chi, Powers, panions, but lacking anything identifiable as actual powers. p. 209; and Unusual Backgrounds, Powers, pp. 204, 209, 217, Because they spent their points on being the best at what they 220. GURPS Psionic Campaigns, p. 13, provides details on do without chucking fireballs, meta-game traits allow them determining the cost of Unusual Background (Psi). to do exactly that in game. “That proves you are unusual,” returned the Scarecrow; “and I am convinced that the only people worthy of consideration in this world are the unusual ones. For the common folks are like the leaves of a tree, and live and die unnoticed.” – L. Frank Baum, The Land of Oz W G P . . . 10 Ith reat oWer