Alternate pricing for Super ST

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Why an Alternate Pricing

GURPS Supers introduced a new modifier for the ST attribute, called Super ST. This expanded on a modifier introduced in GURPS Powers, Super Effort Lift. Both of these modifiers seek to solve the disconnect between the way GURPS handles ST and the way super-strong characters behave in comic books, by providing a discounted way to spend one FP per second for mighty feats of strength (catching a thrown car, holding up a collapsing building, etc). This is to make characters who are strong, but only do really super extra strong things at dramatic moments; supers who don't casually swat bad guys and explode them, and otherwise live in a World of Cardboard.

Super ST has a bit of a blip in it, in that it provides an exponential ST bonus for a linear price (which is great) but the first eight levels are actually more cost-inefficient than just buying ST that you can use all the time, without spending FP, and which comes with HP. The value of Costs FP is also a limitation that is a popular target for house rules - which value you use changes where that cross-over point of inefficiency is.

My solution is to charge for the first 8 (or whatever) levels as if you bought Super ST as its components via totally normal pricing schemes - after the breakpoint you switch to the RAW linear costs. This means that no matter how much Super ST a character buys, they are still getting a point break vs regular ST. With that in mind, here are three tables providing these point costs, for three different popular schemes for Cost 1 FP Per Second. I recommend treating Super ST as a hollistic advantage and applying power modifiers, the Size or Growth discount, the Cosmic modifier, and so forth, to the total price - this is somewhat multiplicative, but frankly Super-strong characters in GURPS need all the help they can get. It's also way simpler.


This is for games using a price of -10% for "Costs 1 FP/Second" (the price from Basic Set).

ST Cost
+1/+3 24
+2/+5 42
+3/+7 59
+4/+10 83
+5/+15 122
+6/+20 161
+7/+30 236
+8/+50 320
+9/+70 360
+10/+100 400
...+1 level +40

Rev. P. Kitty

This is for groups using Rev. P. Kitty's house rule of "Costs 1 FP per second" for -40%. See link, rule number 5. Make sure to expand it for the full details.

ST Cost
+1/+3 20
+2/+5 34
+3/+7 49
+4/+10 69
+5/+15 98
+6/+20 127
+7/+30 180
+8/+50 282
+9/+70 360
+10/+100 400
...+1 level +40


This is for characters using the pricing scheme from Christopher R. Rice's GURPS AEON campaign, where "Costs 1 FP per second" costs -80%.

ST Cost
+1/+3 13
+2/+5 25
+3/+7 36
+4/+10 50
+5/+15 66
+6/+20 82
+7/+30 107
+8/+50 147
+9/+70 188
+10/+100 244
+11/+150 332
+12/+200 421
+13/+300 520
+14/+500 560
...+1 level +40

Alternate ST prices

What if your game has repriced ST itself? It depends on how you've changed the scaling - unfortunately the "boost" part of Super ST is "ST without HP", at 8 points per level in Vanilla. If you have kept the value of HP at 2 points but cut the overall price of ST down to 5 points in your game, it's going to really change the relationship between the two parts of the advantage.