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Characters, part 1 1. Characters, pt 1
Super Villains 2. Supervillains
Diseases, part 1 3. Disease Rules, pt 1
Sword Design 4. Sword Design
How to Build a Vampire 5. Vampires
Evil Cows 6. Evil Cows!
Ads, Disads, Skills 7. Advantages, Disadvantages, and Skills
Lots of New Spells 8. Spells
Biggest Disad- vantages 9. The Biggest Disadvantages
The Gift 10. The Gift
Gadgets 11. Gadgets
Re- animators 12. Reanimators
Adventure Ideas 13. Adventure Ideas
Spell Casting Rules 14. Spellcasting Rules
Disease Rules, pt 2 15. Diseases, part 2
Wings 16. Wings
Martial Arts 17. Martial Arts
Convert Spells to Gadgets 18. Converting Spells to Gadgets
Robot Parts 19. Robot Components
Robot Advantages 20. Robot Advantages
Characters, pt 2 21. Characters, part 2
Templates 22. Templates
Tech Levels 23. Tech Levels
Quick Car Design 24. TL7 Car Design
Basic Robot Design 25. Basic Robot Design

Hey! Before we get to the introduction to this little GURPS site, have you heard the news? A fourth edition will be released in August. Details here. When I get the new edition, I'll update all of the pages on this site — and I'll make an archive of the old pages for those who want to stick with the 3rd edition.


I started playing roleplaying games in 1980, when a friend introduced me to Dungeons & Dragons. After playing D&D constantly for a few months, I found a few other RPGs. Some of them were better than D&D — and some were much worse — but all of them were built around different genres.

You had your Old West game (Boot Hill), feudal Japan (Bushido), after-World- War-Three mutants (Gamma World) and superheroes (Villains & Vigilantes).

By the late 1980s and early 1990s, the universal system was emerging. More and more games were advertised as multi-genre systems, able to handle everything from barbarians and wizards to starships and superspies. Few of them really worked, but the idea was good — you could create your own weird world instead choosing a world designed by someone else.

And then there was GURPS — Steve Jackson's Generic, Universal Roleplaying System. It really worked. Now, not only could you do whatever you wanted (how about Conan running around a World War II battlefield with a laser pistol?), you could adapt your favorite world from film, comic books, and literature. And there was no longer any need to buy (and spend hours learning) a new set of rules.

(It's not perfect, of course. GURPS is not good for playing superheroes. Can't have it all, I guess.)

The day I bought the Basic Set rulebook, I started designing things for the game. I haven't quit. It's like an obsession. SJGames paid me to publish some of my work; I've written about a dozen magazine articles and one complete book, Creatures of the Night.




Worldbooks We Really Need

GURPS Cloak and Dagger
      A very cinematic version of GURPS Espionage, featuring G-men tracking down evil Russian agents, cheesy mastermind villains, dark alleys, cigarette smoke, mob rubouts, dolls and dames, hardboiled detectives in way above their heads, double-crossing rat finks, prison breaks, masters of disguise, and lots of gadgets. Trenchcoats and fedoras everywhere. Think of it as the dialogue in Miller's Crossing heard through Dick Tracy's two-way wrist radio. In black-and-white.


GURPS Tarzan, GURPS Barsoom
      Half of the book for each of Edgar Rice Burroughs' greatest creations. With two front covers, and the pages printed upside down against each other.
      "Cool! GURPS Tarzan!" Flip it over. "Cool! GURPS Barsoom!" Okay, maybe the Barsoom book will be retitled. GURPS Mars? Maybe. GURPS John Carter? Hmmmmmm.
      Lots of stats. Lots of maps. Oh, and Frank Frazetta covers.


GURPS Survivors
      The End has been nigh for too long. Let's see this one. Post-apocalypse gaming, with an emphasis on post-nuclear-Armageddon campaigns. There's a lot to cover: grime-covered Road Warrior adventures, magic+technology in the far future (as seen in Wizards), scrounging, battles between survival compounds, heavily mutated campaigns like Gamma World, and final conflicts in the spirit of The Stand. There are plenty of comic books, novels, movies, and other games to steal from. (I mean pay tribute to.)


GURPS Hell
      While thumbing through a friend's Warhammer books, I thought of this. How about gaming in the Nine Circles of Hell, using thousand-point characters and fighting every imaginable enemy? I'm not talking about some kind of stupid, In Nomine-inspired conflict between good and evil. No, I want a 128-page book devoted to pure mayhem!
      Technogothic tanks, giant necromancers the size of skyscrapers, spellcasting anti-paladins in powered armor, troll armies, etc. You can use the mass combat system in every adventure as your battalions clash in the Valley of Shadow. You can explore castle after endless castle, each one more twisted and remote than the last. Maybe you'll even carve out your own little barony in the Land of Eternal Torment. Forget the angels and play demon lord vs. demon lord.


GURPS Middle Ages 2
      Just for the sake of continuity, you know? Think of it as a companion to GURPS Russia.


GURPS Gamma World
      Who owns this copyright? TSR had it, but they went bankrupt. Does Wizards of the Coast own it now?
      Gamma World was a lot of fun because it was so cartoony. You could play just about any mutant creature you could imagine, exploring the radioactive wastelands with four or five of your closest friends. The setting combines superheroes, psionics, swords & sorcery, and religious cults — but it was presented in such a loose way, you never got depressed thinking about the end of the world.
      GURPS Gamma World would draw from just about every worldbook. And it would be easy to write: describe the world in the first chapter, add a chapter on characters, and then fill the rest of the book with gadgets, psionic powers, creatures, NPCs, and places to explore.


GURPS Victorian Adventures
      A complete guide to Victorian London and the rest of the world at the end of the 1800s. A chapter of NPCs could include Sherlock Holmes, Jack the Ripper, and Dracula. See Alan Moore's League of Extraordinary Gentleman comic book for inspiration.







If you link this page to your web site, feel free to steal one of these banners.







everything on this GURPS website is © 2000, 2003 Scott Maykrantz — except for
the art by other people, the disadvantage list, the tech level summary, basic robot design, and the article on car design

the GURPS game is © Steve Jackson Games, of course