GURPS House Rules

This is a GURPS: Monster Hunters campaign set in the universe of the Dresden Files, though Oklahoma City is a far cry from Harry Dresden’s Chicago. The following GURPS supplements will be the primary source materiel in terms of crunch:

  • GURPS: Core Basic Set (well duh.)
  • GURPS: Faerie (3e)
  • GURPS: Fantasy (with tweaks)
  • GURPS: High Tech
  • GURPS: Horror
  • GURPS: Magic
  • GURPS: Martial Arts
  • GURPS: Monster Hunters (all except the one with aliens in it)
  • GURPS: Thaumatology
  • GURPS: Thaumatology: Ritual Path Magic
  • GURPS: Thaumatology: Sorcery (new)

Most of the other GURPS books might have bits and pieces here and there as appropriate, and I’ll update this as appropriate.

I’m also going to be using the Dresden Files RPG as appropriate, but this is primary intended to be a GURPS game.


Cannon Fodder: A more shaded version of this rule suits the action-movie bad-guy hierarchy. Bad guys do defend.

  • However, Mooks are defeated if injured at all – even a 1-HP gut punch will do. In this campaign, Mooks will generally be random bystanders who are not relevant to the story or are there to get critically injured by accident to ramp up the “drama!”
  • Henchmen go down automatically at 0 HP. Almost always use “All-Out Attacks,” leaving them with no active defenses. Attack the torso only. No Deceptive Attacks or Rapid Strikes, and no Extra Effort.
  • Seasoned opponents can make HT checks to avoid unconsciousness down to -HP, but then go down automatically. Can use any maneuver except Committed Attack, Defensive Attack, Evaluate, and Feint. Occasionally target non-torso locations, usually the arm or leg. Can make Deceptive Attacks or Rapid Strikes, but no Extra Effort.
  • Lieutenants use the same rules as the PCs, except for Extra Effort.
  • Bosses can do anything a PC can do, including Extra Effort. Exchange the henchman/lieutenant and boss rules when the boss’ scary bodyguard is intended as the big combat challenge while the boss is a wimp. Defeated baddies who aren’t killed or knocked out cower, play dead, flee, or surrender.

Magery – Add Grants Ritual Magery, +20%. This grants a Council-trained wizard all of the benefits of regular Magery as well as Magery (Ritual Path). This is no longer in use.

New Advantages

New Disadvantages

Corruption Mechanic

Ritual Path Magic Grimoire

Sorcery Grimoire


Go Back to Main Page

GURPS House Rules

GURPS: Red Sky RigilKent