GURPS SUPERS: ABERRANT
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GURPS SUPERS: ABERRANT
by Michael Sachau
1.
Introduction
1.1 What you need
2.
Creating a Nova for GURPS Supers
2.1 Normal Character
2.2 New Attributes and Advantages
2.3 Backgrounds
2.4 Eruption or the Nova Step
3.
Mega-Attributes
3.1 Mega-Strength
3.2 Mega-Dexterity
3.3 Mega-Stamina
3.4 Mega-Perception
3.5 Mega-Intelligence
3.6 Mega-Wits
3.7 Mega-Appearance
3.8 Mega-Manipulation
3.9 Mega-Charisma
4.
Quantum Powers
4.1 Absorbtion
4.2 Animal/Plant Mastery
4.3 Armor
4.4 Bioluminescence
4.5 Body Modification
4.6 Body Morph
4.7 Boost
4.8 Claws
4.9 Clone
4.10 Cyberkinesis
4.11 Density Control
4.12 Disintegration
4.13 Disorient
4.14 Disrupt
4.15 Domination
4.16 Elemental Anima
4.17 Elemental Mastery
4.18 Empathic Manipulation
4.19 Entropy Control
4.20 ESP
4.21 Flight
4.22 Force Field
4.23 Gravity Control
4.24 Healing
4.25 Holo
4.26 Homunculus
4.27 Hypermovement
4.28 Hypnosis
4.29 Immobilize
4.30 Immolate
4.31 Intuition
4.32 Invisibility
4.33 Invulnerability
4.34 Luck
4.35 Magnetic Mastery
4.36 Matter Chameleon
4.37 Matter Creation
4.38 Metal Blast
4.39 Mirage
4.40 Molecular Manipulation
4.41 Poison
4.42 Premonition
4.43 Pretercognition
4.44 Psychic Shield
4.45 Quantum Bolt
4.46 Quantum Construct
4.47 Quantum Conversion
4.48 Quantum Imprint
4.49 Quantum Leech
4.50 Quantum Regeneration
4.51 Quantum Vampire
4.52 Sensory Shield
4.53 Shapeshift
4.54 Shroud
4.55 Sizemorph (Grow)
4.56 Sizemorph (Shrink)
4.57 Strobe
4.58 Stun Attack
4.59 Telekinesis
4.60 Telepathy
4.61 Teleport
4.62 Temporal Manipulation
4.63 Sizemorph (Shrink)
4.64 Warp
4.65 Weather Manipulation
4.66 Extras
5.
Game System
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