My Supers Rules
House Advantages
Below are various abilities which I allow in my Supers games. Where I've used them on a character I've tried to mark non-canon abilities with an * on the characters posted here.
Age
Age is largely a cosmetic effect. Nearly all age related advantages and disadvantages (including Terminally Ill) may be taken as a perk or quirk respectively. Unaging has been repriced at 5 points since it has additional utility as a weak disguise (Age Control), unusual background, and an immunity to aging attacks.
Afflication
Beneficial Afflications. Any afflication the user considers beneficial is treated as a beneficial afflication (See Powers).
Cumulative Effect. Multiply the effect x5 and increase any duration modifier x5.
Large Objects. Any positive SM (greater than man-sized) makes a target more difficult to afflict. Apply the as a HT bonus to resist (negative affliction) or HT penalty to grant (beneficial afflication). Each level of Area Effect taken halves the effective SM modifier.
Claws (Blunt) 3 points.
Any super that has hard limbs (DR 3+) may use Claws to get the damage bonus (+1/die). It combines with Brawling (+1/die at DX+2) but not other combat skills.
Damage Resistance
Absorption. Rather than the book values I use the following progression: +100% if you can heal Fatigue (1 fatigue per 3 points). +100% if you can heal HP (1 HP per 2 points). +10% per trait you can temporarily increase (+1 per point, lost at 1 per second). Points may be allocated as a free action after any damage taken.
Cannot Wear Armor -40%. This is genre appropriate for supers that won't wear armor.
Flexible -20%. This limitation is only valid against DR that protects against blunt trauma.
Super Effort +400% (trial rule!). You can 'brace' your DR using the speed/range damage to look up the effective value (like Super Effort ST). Bracing takes a Ready action or a Power Block and costs 1 fatigue. You can remain braced for up to 1 minute provided you don't take any other actions.
Regenerating Semi-Ablative(AFF) -10%. As per semi-ablative DR (loses 1 DR per 10 damage) but recovery is 1 point per second per 10 full DR. I.e. AFF DR 20 would recover 2 points per second.
Skin -20%. This DR does not help against contact agents. This limitation cannot be stacked with other DR that will block a contact agent unless that DR is usually off, even then it's worth half its normal value (-10%). Note this is Tough Skin minus the flexibility.
Tough Skin -40%. I've broken this into Skin (above) and Flexible (see book).
Enhanced Move
Narrative Speed (Space only) +20%. You can travel at X campaign units (CU) per hour at the cost of 1 fatigue where X equals the Enhanced Speed Multiplier (Enhanced Move 4 = x16 CUs*/hour). CU will be adjusted to whatever speed is appropriate to the current story. CUs will normally be AUs, lightyears, or parsecs.
Innate Attack
Super Effort +600% (trial rule!). For 1 fatigue per attack you can do damage based on the speed/range table instead of your normal damage value. This modifier includes Variable.
Modular Pool
Gadget Pool 2 points per pool point. This ability requires Gadgeteering (normal or magical). Usage requires the time, materials ($$$), tools, and a successful skill roll as per the gadgeteering rules. Those around a gadgeteer at work react at a -2 (explosions, brownouts, accumulated junk, strange deliveries) or worse.
Regrowth (repriced) 10 points.
ST (ST, Lifting ST, & Striking ST)
Massless 0%. Unless otherwise noted, all HP will be used in mass (slams, falls, weight) calculations. You can specify that some of your ST (HP) does not contribute to your mass.
Super Effort. Normal ST is bought to ST20 then Super Effort may be purchased for additional ST.
Supers Pact -20%. This pact is a commitment to use ST in ways consistant with traditional comic book characters. Basically you won't use armor, or carry excessive equipment. Signature and improvised weapons (lamp posts, manhole covers, cars) are in genre - especially against tough opponents.
SM+1 -10%. This limitation can be taken by any character at least 7' tall.
Ultrapower
Ultrapower is being used as a nice catch-all for characters that have abnormal bursts of power beyond their normal capabilities. I'm not requiring any time for preparation since I expect it to be used under stressful situations when there isn't enough time to prepare.
Unkillable 2+.
This includes Regrowth for no extra cost.
Unusual Background
Access to Super Equipment 10 points. All of your powers are derived from items that can be taken away. You can purchase the skills to repair or rebuilt your items, but you lack the ability to design or modify such equipment. For that see Gadgeteer below.
Gadgeteer 25/50 points. My campaigns do not include GURPS Magic or Ultra-Tech. Gadgeteer is used to build, design, repair, and understand exotic (magic or super-science) point-based equipment. This ability is also a prerequisite for a gadget pool (see above) effectively.
LC varies. Most games are going to be on the I-Scale (see below). Having one or more abilities that surpass the I-Scale limits is an unusual background. D-Scale +100 points. C-Scale +250 points. M-Scale +500 points.
One of Many 25 points. Your powers aren't unique. Perhaps you're another race or part of a sect that has abnormal abilities (ninjas or sorcerers). Either way others with the same powers may show up in the campaign.
Super 50 points. You have full access to inborn powers and super equipment that (within reason) is uniquely you.
General Modifiers
Duration Control +10%. This enhancement allows you to prematurely end the duration with an action (same maneuver as the original use).
Maintained -10%. An ability with this limitation shuts off when the character is stunned or incapacitated.
Super Effort varies. Abilities that are able to purchase this modify cannot elimitate the associated fatigue cost.
Power Modifiers
Electronic -20%. Surge attacks can disable this ability. Surge may be stacked with other modifiers (especially Mechanical).
Elemental (type) -10%. Elemental abilites are vulnerable to a mundane countermeasures (any extinguishing agent for fire) or insulators. Elemental may be stacked with other modifiers.
Magical -10%. Point based and exotic countermeasures exist.
Mechanical -10%. This is composed of "1 hour maintainence per ability per week (-5%)" and "can be detected easily (-5%)."
Mutant -15%. This is a subcategory of Super. Countermeasures and detection methods against Mutant are more common. Mutant anti-powers will only affect other Mutants, but Super countermeasures work against Mutants.
Fickle -20%. Fickle abilities require reaction rolls to work.
Super -10%. Point based and exotic countermeasures exist.
Superscience -10%. Point based and exotic countermeasures exist.
Skill Notes
Forced Entry (DX/E)
This skill increases your damage to inanimate objects by +1 per die at DX+1 or +2 per die at DX+2. When attacking an inanimate object roll against this skill and add the margin of success to your damage. This may also be combined with All-out Attack: Strong.
Example: A character has ST45 (5d th), DX12, Forced Entry DX+2. Object dmg is 7d+2 (5d+10) plus the margin of skill success. He attacks a car and rolls a 9. That's a success by 5 for 5 additoinal damage (total 5d+15). He could have also done an AoA: Strong for more damage.
Character Recommendations
Scaling
| Maximum | Dmg | Super-Effort ST | Super-Effort IA | IT:DR | DR |
| I-Scale | 20d | +10(+100) | N/A | 10 | 50 |
| C-Scale | 200d | +16(+1000) | N/A | 50 | 500 |
| D-Scale | 2000d | +22(+10,000) | N/A | 500 | 5000 |
| M-Scale | 20,000d | +28(+100,000) | N/A | 5000 | 50,000 |
Damage Resistance
DR 10 is survivable, but you should couple it with another defense (Dodge 12+, IT, Unkillable, Invisibility, Obscure, Insubstanial, Shadow Form).
DR 30 is pretty tough. You can be wounded by hunting equipment and supers.
DR 50 is tough. Basically it will take non-mundane (supers, military) attacks to hurt you.
Damage
up to 5d should ignore DR. Attacks of more than 5d probably shouldn't.
6d-9d will often need AP (armor penetration) to do damage.
15d+ attacks don't need AP, and are beyond the I-Scale.
Remember "variable +5%" so that Supers can scale back their damage at will.
DX, IQ, and HT
9- are sub-normal levels
10 is base
11-13 are for above average to notable
14+ attributes are definitely noticable, and people will consider you gifted.
HT 14+ is not recommended.
Skill Levels
9- = Amateur/Beginner
10 = Novice/Apprentice
12 = Professional
14 = Expert
20+ = Master
26-30 = Best in Field (free reputation)