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MyGURPS

A resource page for

GURPS Fourth
Edition

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!

Recent Updates:
=== House Rules ===

Fourth Edition not only streamlined GURPS, it fixed a lot of rules and exceptions that were unbalanced or otherwise broken. Of course, even an unashamed fanatic like myself has to admit that a few things can still use some tweaking. All of my house rules here have been extensively playtested and have had a positive effect on the system. Click on the rule if you want to know the details, or the rationale behind it.

Many of these house rules are available in the GCA Files section below if you want to incorporate them into your own game.

1. Perception and Will are separate from IQ.

Both Per and Will are their own attributes. They start at 10, and can be raised or lowered for 5 points/level. IQ is unchanged, at 20 points/level.

2. Reducing the value of "flavor" traits.

The values of all age-related traits (Extended Lifespan, Longevity, Self-Destruct, Short Lifespan) are halved, except for Unaging, which costs 5 points. Terminally Ill no longer exists, except when granted via an Affliction.

3. Arm DX, Arm ST, and Regrowth are cheaper.

Arm DX costs 9 or 12 points for one or two arms. Arm ST costs 3, 4, or 6 points for one, two, or three arms. Regrowth costs 10 points.

4. Control can be used normally to provide DR.

Each level of Control can be used to give people in your area of effect DR 1 versus appropriate attacks. A successful, IQ-Based Power Block will double any defensive use of Control for one attack.

5. Costs Fatigue is worth -10%/level.

Costs Fatigue is worth -10% per level, to a maximum of -40%. If you have an advantage that would normally remain on indefinitely, you can take "Costs 1 FP per 10 seconds" for -20% or "Costs 1 FP per second" for -40%.

6. Armor Divisor (100) is available.

Armor Divisor (100) is available as a +300% enhancement. This is a fair price in comparison to Cosmic (Irresistable Attack), which is more effective but is also stopped by Cosmic DR. Hardened DR reduces both enhancements normally.

7. Various new modifiers for traits.

While building characters and helping others to do so, I've come up with several new "special modifiers" for various advantages, as well as a new advantage (Indefatigable). Unlike the other house rules, this will load as a separate page -- it's too long to do inline.

8. Enthrallment skills require an Unusual Background.

For balance purposes, an Unusual Background is required to learn and use the four Enthrallment skills. This costs 5 points, plus 5 points for each level of Charisma (maximum 30 points.)

9. Temporary Enchantment fixed.

When using the Temporary Enchantment spell (from GURPS Fantasy and Magic), multiply the energy cost of the enchantment by (Uses)/(Uses+6), rounding up. So a wand that can cast Fireball 30 times costs (30/36), or 84% of the normal energy cost to enchant.

10. Slams use ST when possible.

Replace "HP" with "ST" for living beings in the formula for calculating the damage from slams. Use HP for inanimate objects and all other collisions or falls. If the type of Strength matters, use Striking ST.

11. (Psi) Static comes in two levels.

Resistible is no longer a limitation. Instead, it is the first level of Static, with a cost of 15 points. The normal advantage, as written, is the second level.

12. Changes to Trading Points for Money and Signature Gear.

The starting cash you get by trading in points now scales up (using a similar progression to Wealth) and is based on your starting wealth, not the campaigns. This makes it a fair deal for wealthy characters while reducing abuse from poor ones. Signature Gear no longer provides funds; it simply adds plot protection to gear that you've already purchased. Because there's a table involved, this house rule is located on its own page.

13. Streamlined Languages for Modern Games.

In games set on modern Earth, 99% of the people will speak one of the following languages: Arabic, Bantu (Southern African), Berber (Northern African), Cantonese/Wu (Chinese), Dutch/Afrikaans, English, Farsi/Kurdish (Iranian), Finnish/Hungarian, French, Gaelic/Welsh, German/Yiddish, Greek, Hebrew, Hindi-Urdu (Indian/Pakistani), Indonesian/Malay, Italian/Romanian, Japanese, Korean, Latin, Mandarin (Chinese), Navajo, Norwegian/Swedish/Danish, Polish/Czech, Russian/Ukranian, Spanish/Portugese, Thai/Burmese, Turkish/Mongol, or Vietnamese/Cambodian. A slash means that the languages are closely enough related that, for simplified game purposes, they count as a single language.

14. Combat, Combat Art, and Combat Sport Skills Are Techniques.

When you learn a Combat skill, Combat Art skill, or Combat Sport skill (see p. B184 for details), you may buy up the other two versions as an Average technique defaulting to your skill-3. For example, if you know Karate Art at DX+2, you know Karate at DX-1 and can buy it up to DX+2 level for 3 points.

15. Cheap Firearms.

Cheap guns are -60% to Cost (-0.6 CF). They have -1 Acc, -1 HT, and -1 Malf. If you aren't using Malfunctions (p. B407), treat this as "16 is always a failure, and 17 is always a critical failure."

Alternatively, if you don't mind extra detail, the firearm's HT is unchanged. However, whenever it would normally get a bonus to a HT roll -- like the HT+4 roll to resist Slime, Sand, and Equipment Failure (p. B485) -- it rolls against straight HT, no bonus.

Note for My Players: I also have a minor house rule about Dependents and Enemies. They may be only taken with a Frequency of "6 or less" or "9 or less" without special GM permission.


Retired House Rules

Several of my house rules have been retired due either to them being incorporated as official rules or to new rules which solve the same problem in an acceptable way. I'm glad that this section exists! It means that the system is being constantly improved as it grows. Retired house rules include those for Gunslinger, Magery 0, and Off-Hand Weapon Training.

=== Resources ===
=== Articles ===
=== Dungeon Fantasy ===
=== Monster Hunters ===
=== Traveller ===
=== GCA Files ===
=== Reviews ===

I've reviewed several GURPS books, and a few other related products, on RPGnet. They are listed in reverse chronological order.

GURPS Martial Arts

Style: 5 (Excellent!)
Substance: 5 (Excellent!)

An enjoyable and comprehensive book, covering everything from unarmed combat to knights dueling on the battlefield. A wealth of advice and history coexists with crunchy rules, which are easily adjusted from gritty realism to outright wuxia.

GURPS Fantasy (PDF)

Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)

An amazingly in-depth toolkit to help any GM create and run a campaign in a fantasy world. Explores all of the tropes that make fantasy fun and translates them into gaming. Recommended even if you don't run GURPS.

GURPS Magic (PDF)

Style: 3 (Average)
Substance: 4 (Meaty)

An electronic version of the GURPS sourcebook which expands the magic system and updates hundreds of spells to Fourth Edition rules, along with a new magic system and expanded rules for alchemy. Packed full of goodies.

GURPS Powers

Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)

A valuable expansion for the Basic Set that adds new modifiers, rules, and concepts to GURPS, along with a hefty dose of advice on running a game with powers. Useful for every fantastic genre, not just supers.

GURPS Banestorm

Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)

A well designed world, lovingly crafted with plot hooks and adventures galore, merging the fantastic with the all too real, Banestorm has something for everyone.

SPANC (a SJG card game)

Style: 5 (Excellent!)
Substance: 4 (Meaty)

What's better than a catgirl? A ninja catgirl! But what's better than that...? How about a card game with a great sense of humor that doesn't sacrifice good gameplay for the laugh? An easy to learn game with plenty of replay value and plenty of Phil Foglio catgirls.

GURPS Casey & Andy

Style: 4 (Classy & Well Done)
Substance: 4 (Meaty)

A faithful and well-done adaptation of the Casey & Andy webcomic. Fans of the strip will find much to like here, as will any gamer that enjoys settings, characters, and adventures with a bizarre sense of humor.

GURPS 4th Edition GM's Screen

Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)

Well designed and laid out, this screen is an indispensable aid for any GM. What makes it a great value, however, is the useful supplemental material that it comes with.

GURPS Dragons

Style: 5 (Excellent!)
Substance: 4 (Meaty)

A very promising preview of things to come with the new GURPS line -- a FULL treatment of the subject packed into a well-crafted, beautiful book.

GURPS WWII: Return to Honor

Style: 2 (Needs Work)
Substance: 4 (Meaty)

An informative and readable sourcebook for the Battle of France, the French Resistance, the Free French, the French Foreign Legion... actually, anything involving France and WWII is covered here. Amazing, considering the small size and price tag...

GURPS WWII: Hand of Steel

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

Well written, well layed-out, packed with everything you need to know to run a commando (special forces) game in a GURPS WWII campaign.

Vigilante (a SJG non-RPG product)

Style: 4 (Classy and well done)
Substance: 1 (I Wasted My Money)

Unique and interesting, but only as a form of artistic expression. Nothing gameable here, I'm afraid.

=== Other Games ===
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This website is administered by Reverend Pee Kitty [About Me]. All original content is ©Copyright 2005-2017 Reverend Pee Kitty.
Contact me at pkitty at (this domain name).

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.