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).
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.
As my first true series of GURPS books, the Monster Hunters line is something I'm particularly proud of. Hopefully, the following resources and musings will help anyone trying to run their own game of hunters vs. The Enemy. Be sure to also check the GCA Files section of this site (below) for Monster-Hunters-related GDFs.
1. Splitting IQ from Per/Will in Monster Hunters.
As for Dungeon Fantasy and Action (see the section above), this article will be of great help to anyone who uses my house rule about splitting IQ from Will and Per. Here, I break down the necessary changes for all of the primary templates from Champions and Sidekicks.
2. Sample Monster-Hunting Team.
Whether you're a GM looking for some grab-n-go characters for a one-shot, or a gamer trying to decide whether the Monster Hunters series is right for you, these premade monster hunters are just what you're looking for. This five-person team of champions includes character sheets (in both PDF and GCA format), full loadouts, and just enough background and overview for the players to sit down and start using them.
3. Ritual Path Magic FAQ.
An open-ended, flexible system like Ritual Path magic is bound to have some questions come up from time to time. For the most part, these should be decided upon between the player and GM -- but a few questions are either so universally applicable or have come up frequently enough that I've collected them here.
4. Energy Accumulation Auto-Calculator.
Does your caster need to make hundreds of energy accumulation rolls for dozens of different spells? Now you can avoid all of that painful dice rolling! Just enter some basic information and this page will show you the details for each ritual you attempted to cast.
5. Clues and Deductions Worksheet (PDF).
I'm quite proud of the investigation rules introduced in The Mission, as they allow both players and characters a chance to figure out what's going on. However, they do involve many skill rolls, and it can be tricky for the GM to keep track of it all. This worksheet makes the GM's job easier, by providing a single place to keep track of each hunter's deduction roll and current clue bonus, along with all of the clues that are either waiting to be revealed or have already been discovered.
This website is administered by Reverend Pee Kitty [About Me]. All original content is ©Copyright 2005-2019 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.