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[[caption-width:224:fourth edition cover]]
'''GURPS Supers''' is the [[{{GURPS}} Generic Universal Role Playing System]]'s superhero expansion. It was published in two editions in the 1980s; a new edition was recently published, updated to GURPS' Fourth Edition rules.

The first edition was criticized because it arranged superpowers in sets called "Power Groups" which players felt limited their character creation choices. This was fixed in the second edition, so that powers could be [[PointBuildSystem bought individually]]. (Power Groups were retained as an optional system).

Another criticism of the game was that you couldn't emulate [[CanonSue the most powerful heroes from the comics]] (such as {{Superman}} or GreenLantern) because either they would be too expensive to adapt (costing thousands of character points) or their [[GreenLanternRing powers were too expansive]] and there were no exact equivalents for them (though these were problems faced by most superhero [=RPGs=] of the time.) On the other hand, GURPS Supers could handle the less absurd superheroes, and it produced many interesting original characters of its own. With the 4th Edition version, even the cosmic-level heroes can now be reproduced, though it required a full separate book (GURPS Powers) to do it.

Another problem the books had was the artwork; it was crude and uncolored, except on the covers. Again, the latest version has overcome this.

There were several {{Sourcebook}}s put out for the game, the most famous being an adaptation of the WildCards superhero novels. Supers had [[TheVerse its own original setting]], detailed in ''Gurps IST'' (International Super Teams) which featured an AlternateReality where the UsefulNotes/UnitedNations effectively rules the world and uses superhero teams to keep the peace. The IST world was recently reintroduced for the GURPS InfiniteWorlds campaign. All of these can be downloaded from Steve Jackson Games' website.
!!Tropes related to this game:
* BeautyIsNeverTarnished: with the "No Visible Damage" perk.
* CaptainEthnic: Avoided for the most part.
* DeathDealer: In the 3E supplement ''Supertemps'', Blacksmith used a weapon that fired metal projectiles the size and shape of playing cards.
* DeathSeeker: The noble Japanese villain Mount Fuji.
* DieOrFly: Justified; see Meta Origin.
* DifferentlyPoweredIndividual: Called "Supers" or "Metas".
* DisabilitySuperpower: You CAN combine Blindness and vision powers.
* EmotionEater: in the 3E supplement ''Wild Cards'', Senator Hartman (AKA Puppet Man) and The Gatekeeper (owner of the Joker's Wild cabaret).
* {{Expy}}: The templates in GURPS Supers are all to some extent designed to let players play these. For example, the Archetype is most obviously for playing {{Superman}}, but also includes "Amphibian" and "Super-Swimming" options if you'd rather play ComicBook/{{Aquaman}}. The Brick includes a "Man of Steel" option that's basically [[ComicBook/{{X-Men}} Colossus]]. Most blatantly of all, the Man Plus comes with a [[CaptainAmerica choice of "Superalloy Chainmail" or "Superalloy Medium Shield."]]
* FantasticSlurs: "Crunchies" for nonpowered humans.
* FriendToAllLivingThings: The superheroine Lynx in the 3E supplement ''Supertemps''.
* {{Hulkspeak}}: Used by the Franchise/{{Frankenstein}}-like hero Patchwork (who is actually ObfuscatingStupidity.)
* ImmuneToBullets: Several options.
* JetPack: In the ''Supertemps'' supplement the heroes Clone and New Javelin each had one.
* KidnappedScientist: Harold Wilkesom (Blacksmith) in the 3E supplement ''Supertemps''.
* LightningGun: Modular Man (from ''Wild Cards'') has one.
* LivingShip: The 'Ishb'kaukab in the 3E supplement ''Wild Cards'' are a race of whale-sized, telepathic, sentient creatures that live in deep space and have been genetically engineered by the Takisians into self-repairing spaceships.
* MagicPants: The "Costume" advantage prevented the character's clothes from being damaged (but not the character himself).
* MetaOrigin: In the IST world, powers mostly come from genetic manipulation by {{Precursors}}, turned latent due to solar radiation; often activated by stress.
* MisappliedPhlebotinum: Avoided, many Metas use their powers for legal gain.
* MySuitIsAlsoSuper: The Costume Advantage also allowed the clothing to adapt to the users' powers (ex. turning invisible.)
* NighInvulnerability: With the "Damage Reduction" advantage.
* {{Omniglot}}: The Omnilingual advantage.
* OurVampiresAreDifferent: The vampire superhero, Nightflick.
* PersonalityPowers: In the fourth edition, the standard superhero templates come with personality powers.
* PowerIncontinence: The "Uncontrollable" power limitation.
* ReedRichardsIsUseless: Averted, technology has advanced in the IST Earth thanks to the study of powers (and interaction with aliens.)
* ReverseShrapnel: The Ring of Fire power.
* ShoulderCannon: ''Wild Cards''. The Modular Man can have two of these, one on each shoulder.
* ShoutOut (TabletopGames): See that article for examples.
* ShrinkRay: The power Shrinking with the Affects Others Advantage. In the ''Supertemps'' supplement the hero Nucleus' nanosuit has this power.
* TheSparkOfGenius: Appears in the 3E supplements ''Wild Cards'' and ''Supertemps''.
* SpeaksFluentAnimal: The superheroine Lynx in the 3E supplement ''Supertemps''.
* UnitedNationsIsASuperpower: In ''IST'', the UN is strong enough to outlaw national military superteams and make it stick. In the world's first incarnation, this was imposed ''by threat of force'' on powers up to and including the Soviet Union. Later, this was [[{{Retcon}} retconned]] into being more of a mix of technological bribes and threats.
* TheUnpronounceable: The alien race called Kyz, also from IST, use a partially-empathic language.
* WeaponizedTeleportation: 3rd Edition had Teleport with the Exoteleport enhancement. The ''Supertemps'' supplement had an {{NPC}} with the ability.

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