I am researching how to start a GURPS Supers game, and I bounced off both the GURPS Supers and GURPS Powers books pretty hard and nearly gave up. I want an easy way to get started. Many superhero games on the market have systems where you pick powers, and it is very simple to select a power, or a set of related powers, for your character and get playing.
With GURPS Supers, they have some nice archetype templates to get started with, but these are expensive, hundreds of points or even 1000-point characters, and I don't want that much superhero to start with. Give me a 250-point starting hero, please, with a few street-level abilities to do a few amazing things, and let me buy new powers from there.
And then I stumbled across GURPS Character Assistant's Sample Powers section, created from a three-book library of GURPS Characters, GURPS Powers, and GURPS Supers. I can pick one of the sample power frameworks, such as ice in this case, choose an origin, buy a talent to help with skill rolls, and then buy a few powers in the "ice area" to build my starting hero from.
Do I want flight, ice armor, an attack, creating ice, alternate form, slippery, or other related powers? A list comes up, and I can choose. I am in, choose my powers, and out, and the rest of my character is up to me, using the standard GURPS creation tools - a journalist, scientist, whiz-kid, soldier, or what other archetype I want my ice hero to be.
This is an area in which GCA seems to outshine GCS, and I love GC. Still, for superhero games, this makes it easy and deciphers the power books to a level where I could put this in front of a new player and have them design an ice hero without staring at endless lists in the GURPS books, not knowing what something is, and pulling their hair out.
While the templates in GCS are immaculate, perfect recreations of four-color comic heroes and excellent starting points for creating comic characters, for a beginning, street-level campaign with lower point totals, GCA's system feels easier to get started with as a "power picker" system that guides my choices and gives me a great list of related powers in a focused area.
This "sample power creation" system is also hugely useful for a GURPS Fantasy game that does not rely on magic spell lists of arcane and divine spells, but more on a superheroic power framework where "my cleric has life power," and you buy subpowers like a superpower system. If you look, this one has healing, undead-damaging powers, regeneration, and a bunch of other related powers.
Combine this with a light power (divine source), and you can have a holy laser and blinding powers. Huh, all of a sudden, 5E's power lists that looked cool to start, look weak and limited compared to a full power system that lets you build a fantasy hero like a true superhero and combine powers in interesting ways, while all sharing the same source of power. I could play this "holy laser cleric" in GURPS and have a ton of fun with them, and not even need to worry about Dungeon Fantasy, the traditional OSR style "spell lists of divine and arcane origins," and just play my superpowered fantasy hero who heals the injured and shoots holy lasers from their fingertips. Powers use fatigue and energy reserves, so it is all balanced and fun.
I could do another cleric who combines life and cold for a Norse Cleric of Freya, or another who combines life and telepathy for a Greek Cleric of Aphrodite.
Wait, you mean I don't need to buy multiple 5E Kickstarters at $70 each to get these subclass options? Uh, yeah, GURPS has been doing this for decades, wake up. None of this is "new game designer invented technology," and 5E is actually exploitative in how they sell character build options we have had in GURPS for longer than most 5E players have been alive.
Yes, you can play GURPS Fantasy campaigns without "spells as magic skills," as GURPS Dungeon Fantasy would have you believe. And G: DF is an amazing game! You can play straight with the powers book, and just say "these powers have a divine/arcane/natural/etc." source. GURPS does it both ways, and probably a hundred other ways nobody has thought of yet.
If all your fantasy heroes are "uniquely designed superheroes" in your campaign world, then that is how it is. They get CP for adventures and buy new powers in their spheres, enhance the ones they got, or add a new realm of power to their repertoire. GURPS will never tell you that you are playing the game wrong for handling something the way you choose to.
Magic as skills or magic as powers, it is your choice.
GCA and this "sample power picker" are extremely powerful and worth the price of admission. It enables these sorts of superheroic fantasy and street-level superhero games easily. While I love my GCS program, GCA still has a place, and it has a few of these "killer features" that make the app a worthy character-creation tool in my GURPS toolbox.



































