HtBaGGM High-Powered Origins
HtBaGGM High-Powered Origins
HtBaGGM High-Powered Origins
TM
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.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
Introduction
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
game? Each GM has their own way to run a “high-powered” About the Author
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
About GURPS
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
The High-Points-Total
Character
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
in time and space, caped crusaders, and hyper-competent Character Creation
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.
Powerful Characters
Make a few choices; spend a few points. Boom.
Done. However, incremental growth on top of
and Expectations
already-powerful characters may not suit the cam-
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,
Reputation, etc.) according to how the characters
The Werewolf Heir 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
and use their wolf-forms to speedily run down villains or scout Alternate Point Rewards
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
Skills vs. Wildcard Skills when the GM intends to wrap up the campaign; the differ-
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.”
High-Powered Pitfalls
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
Point Debt game? As NPCs, they can make players frustrated and help-
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.
All-Powerful
Characters
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
STEVE JACKSON GAMES
warehouse23.com