Welcome to MyGURPS, a page full of resources and information for the GURPS® Fourth Edition roleplaying game from Steve Jackson Games.
Herein you'll find some of the house rules that I use (and heartily recommend) for the newest edition of GURPS, various resources and articles that you might find useful, new data files for the GURPS Character Assistant software, and some of the GURPS books (and other Steve Jackson Games products) that I've reviewed on RPGnet. You'll also find resources for other games near the bottom of the page. And if you'd like to know more about me, click here!
To remove or redisplay this introductory text, click on the MyGURPS logo at the very top of the page. To view or hide the content in a given section, just click on its header. Enjoy the site!
Here is where my thoughts, ramblings, and pontifications on GURPS end up. Many are of a rules-related nature, but don't really count as house rules, either because they're only guidelines or they focus on examining a rule rather than changing it. Others are just opinions or experiences that I felt were worth sharing. In all cases, I hope you find them useful.
1. Yes, Virginia, You CAN Afflict Yourself.
In an attempt to put an end to the confusion about using Affliction to give yourself an advantage, I got to the bottom of how it's really supposed to work. Read why you can zap yourself with your own shrink ray, but why you may not want to.
2. Innate Attacks, Wuxia, and You.
My thoughts on Martial Arts and allowing Innate Attacks in a cinematic wuxia game, along with some guidelines and limits that work well for preventing such things from harming the flavor of the campaign.
3. Just Say No to Mass Combat Systems.
Mass combat systems have their place -- specifically, when the PCs initiate a huge battle with another sizeable force. But not when the PCs are just soldiers in a larger war. Read on to see why the question of "who wins" is a meaningless one -- and why the battle itself should never take center stage.
4. Nipping Problem Allies in the Bud.
While few people actively set out to abuse the Ally advantage, certain designs can prove quite problematic if the GM isn't prepared for it ahead of time. After sparking a discussion about this with several veteran gamers, I've tried to condense the key issues (and solutions) down to a single article.
5. Preserving the Polarity of Weirdness Magnet.
One of my pet peeves is the persistent meme that Weirdness Magnet is hardly a disadvantage. Both players and GMs often seem to treat it like anything from a minor inconvenience to an actual advantage. For those gamers, this part-rant, part-article attempts to present Weirdness Magnet in a new light.
6. Gun! Versus Pistol.
A short article, based on a playtest email, which addresses the utility of Wildcard skills. Some gamers see each Wildcard skill as restricted to a fixed list, instead of as a cinematic "uber-skill." This is especially prevalent with the Gun! skill, which I address specifically here.
The good Dr. Kromm created the Dungeon Fantasy series to show that GURPS can truly handle any genre -- even the classic dungeon crawl. The combination of a new-school system with old-school gaming worked surprisingly well. I'm honored to have contributed to the series officially, and I'd like to continue contributing in this small section of MyGURPS.
Much of the following is now available in a handy PDF format, along with other rulings and additions posted to the forums. Basically, this is the file that I print out for my own games. Each section is labeled with the Dungeon Fantasy book for which it acts as an addendum.
1. Splitting IQ from Per/Will in Dungeon Fantasy.
One of my most popular house rules (above) is the one separating Will and Per from IQ. It's rather self-explanatory, except when you're trying to use premade templates . . . which is what Dungeon Fantasy is all about. So here are some guidelines for tweaking the templates to preserve point balance while fixing the IQ issue.
2. Alchemy (and Alchemists) in Dungeon Fantasy.
Here I expand the rules for alchemy in Dungeon Fantasy, creating a middle road between "NPCs make real elixirs in town" and "PCs use Gizmo for a potion that must be used immediately." In doing so, it makes a new character type possible: The Alchemist (a lens for the Artificer template). Note that this material is completely different from my old Pyramid article on the subject, as that article was written before DF 4: Sages came out.
3. New Template: Seventh Son.
You are the seventh son of a seventh son (or daughter -- the "son" part is just tradition), a blessed wanderer, or a peasant adventurer. You don't have the specialized training that any of the other templates have, but you're quick and clever and the fates are definitely watching out for you. This template is good for those looking to play an "underdog" without actually sacrificing survivability.
This template was created by aesir23, not me. I offered suggestions and feedback and made a few tweaks.
4. Splitting IQ from Per/Will in Action.
Okay, this doesn't exactly belong here, but I know that gamers associate the Action line with the Dungeon Fantasy line closely, due to the very similar design and approach of the two. So here is the Action breakdown of how to split Per and Will from IQ for each template.
I have become a big fan of the GURPS Character Assistant program since its Fourth Edition release. It is versatile and quite customizable, even if the syntax does take some practice. So here's a little bit of my handiwork, from complete custom GDFs to patchwork creations, along with instructions for ease of installation.
PK's House Rules[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
If you like my house rules (above) and would like to incorporate them into your game, here they are! I tend to tweak this file a lot, so come back often. By left-clicking on it, you can check the Last Modified date (it's right there at the top) and see if you've got the latest version.
This file also includes some of the other, simpler entries from my site. For example, it has the Diabetic disadvantage but not the Super Archer power writeup. It's fully documented, so if there's any rule that you don't care for, it can be edited out easily, even if you don't understand anything about GDF syntax.
Balanced Ritual Magic Rules[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
This data file implements the two tweaks that I recommended to balance Ritual Magic. Path skills no longer default to the core skill and all spells are Average techniques instead of Hard. It also includes a very basic template for mages who want a starting level in every useful Path skill with one click.
You may also be interested in this text file which contains the corrected prerequisite count for all of the spells in Magic; I distilled it from the official Variant Ritual Magic GDF.
GURPS Mysteries 4E[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
This started out as an unofficial data file for the excellent GURPS Mysteries (a PDF which is available as an electronic download through e23). It has since been made official and is part of the latest data file update available at the GCA support page. It adds all of the new traits, though I'm still working on the professional templates.
Talents and Wildcards: A Compilation[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
I love Talents. If you're at all like me, you've wondered if it's worth the extra loading time and memory to add in all of the "source book" GDFs just to give your players access to the Talents therein. And then there's all the ones people have created -- a search through the forums will turn up countless homebrewed Talents, many of which are at least as good as the canonical ones.
So I created this file. It includes the official Talents from various GURPS sourcebooks as well as my favorite homebrews from the forums. Add this to your GCA loadout and you'll have all the Talents you'll ever need. (Hint: Click on the drop-down box at the top of the Advantages menu and select "Talents" to see a full list.)
As a bonus, this file now includes a list of Wildcard! skills, both official and homebrewed, with full descriptions of what each one covers. As with the Talents, you'll want to select "Wildcard!" from the drop-down box at the top of the Skills menu once you've loaded this file.
Features Talents and Wildcard! skills from GURPS Fantasy, GURPS Mysteries, GURPS Infinite Worlds, GURPS Banestorm, GURPS Space, GURPS Traveller: Interstellar Wars, and Transhuman Space: Changing Times.
Traveller Racial Templates[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
This file reproduces my Fourth Edition conversions of all of Traveller's major races. It also features a few traits (Unusual Backgrounds, Secret (Psi), and Patron (Psionic Institute)) to facilitate the creation of a psionic character. If you use the regular character sheet, I recommend choosing the option to print the racial template details (in paragraph form) above the advantages and disadvantages. I've tried to optimize the descriptions for that choice.
Our Star Trek Game[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
Someone requested this, so I'm making it available, though was never intended for the masses and is thus not internally documented. This is the data file for the Star Trek game our group is currently starting. As of this writing, it has racial templates for the Klingons, Ullians (they were in a single TNG episode), and an amphibious player-created race called the Nadissians. It also features professional templates for Starfleet Enlisted, Starfleet Officers, and Klingon Marines, as well as what I think are balanced skills and rules for the bat'leth.
GURPS Powers: Divine Favor[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
A complete data file for GURPS Powers: Divine Favor. Includes the titular advantage, all of the learned prayers, and the new versions of Blessed and Power Investiture.
GURPS Monster Hunters 1: Champions (PARTIAL)[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
This is the beginning of a GDF for GURPS Monster Hunters 1: Champions. It includes all of the boring stuff -- the individual new traits, the equipment lists, and so on. It's missing a few things, but most notable are the new character and racial templates. This will help to give a head start to anyone working on those templates, and it works just fine in itself for those who'd rather use the templates in the book rather than via GCA's interface.
Skillful Character Sheet[ DOWNLOAD FILE ] [ INSTRUCTIONS ]
I created this for a GURPS Martial Arts convention demo game, and realized that others might find it useful. It's based on (and directly edited from) the normal GURPS character sheet, but with several additional options to alter the content.
You can remove the "Languages" box and/or the "DR and Cultural Familiarity" box to make more room for skills. In addition to shrinking the "Notes" box to make more room for Hand Weapons, you can also shrink the "Ranged Weapons" box for even more room. Finally, you can prevent Bite from showing up as a weapon, to save room for more common attacks.
Note that the Instructions (above) are slightly different for this file.
If you encounter any errors while using any of these data files, I'd appreciate if you'd tell me on the GCA forum or shoot me a private message.
This website is administered by Reverend Pee Kitty [About Me]. All original content is ©Copyright 2005-2013 Reverend Pee Kitty.
The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games. This material is used here in accordance with the SJGames online policy.