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!
These are the house rules and articles which
were written specifically for GURPS Traveller. Traveller
is the epitome of a "classic sci-fi" setting, with a rich history and a
universe clearly tailored to gaming. It also happens to mesh perfectly with
GURPS -- an example of a great system supporting a great setting.
Just a mental exercise that occupied me one night; I thought it might be of
interest to others. Making Warp work like a Traveller-style Jump Drive
is actually easy; the tricky part is ensuring that the jump distance makes a
difference in play. (Also includes a tangent on easy rules for calculating
move relative to the speed of light with Enhanced Move (Space).)
I was disappointed that GURPS Traveller: Interstellar Wars
didn't feature the templates for any major race except the Droyne (and they were
oversimplified.) So I took it upon myself to convert them -- not just
converting over each trait, but rebuilding them with the tools of the new
edition to (hopefully) truly capture their essence.
This is a breakdown of the power groups (and the abilities which they
comprise) which are available to psis (and anti-psis) in my Traveller games.
It includes suggested limits on power levels and rules for Unusual Backgrounds
and developing psi. There are also notes on Droyne psi and Zhodani
characters.
The simple GURPS Spaceships rules are a natural fit for
Traveller games, as they give the ship just enough detail to be useful, but
not so much that flying the ship turns into a wargame. With the rules tweaks
and judgment calls on this page, I think it's pretty close to a perfect
fit. Update: Also includes my rules for the Ship Owner advantage in
Traveller.