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.
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.
1. Building Jump Drives with Warp.
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).)
2. Updated Traveller Racial Templates
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.
3. Psionics in Traveller
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.
4. Using GURPS Spaceships in Traveller
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.
This website is administered by Reverend Pee Kitty [About Me]. All original content is ©Copyright 2005-2017 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.