Every RPG is a selection of rules that are mostly optional. Most groups use not only a subset of those rules, but also have their own "house rules." These are rules the group invented themselves in order to handle situations that were either unforeseen in the original books or were not satisfactory to the group. Or possibly, the group simply wanted to have these situations handled differently.
Eric's Dominion provides several articles, new talents and house rules for GURPS.
Gurps Ground Zero good collection of houserules and more. Most interesting rules are the arete compendium and these thoughts on making combat have a more intense feel.
Rules for character creation
10/27/2007 7:46:12 PM - Maliseraph-76.182.114.151
Splitting skill costs into two cateogires, 'combat' and 'noncombat'.
6/1/2006 12:14:00 AM - -84.114.169.145
Alternate rules for combat.
3/25/2008 1:30:19 AM - eric@ericphillips.info-65.2.86.123
The material presented here is the original creation of the contributors, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.