In our game, we have made many changes to the basic GURPS system. We jokingly call our collection of rules MURPS, or Matts Universal Role Playing System, since there have been so many changes. Here are a few of the more significant ones...
Almost all spells are mental/very hard. In general, if its a spell you want it will be very hard.. the exceptions are missile spells There are some other mental/hard spells, but they are generaly pretty weak.
Player characters are built with 125 points, up to 20 points of disadvantages, and 5 quirks. We did this because the original method consistantly produced oddly mutilated, mentaly incompetant, freaks. After playing for so many years, we just got sick of it. I mean, how many albino lecherous lazy adventurers with dwarfism, gigantism, or an inane sense of duty can there possibly be?
All magic items have a magic aura, the more powerfull the item the stronger the aura. These auras will interere with each other when near the life force of a living being, so you need to be carefull of what items you carry and how many. Magic items are each assigned a Magic Power(mp) level, from 0 to 9. If the total mp level of the items carried by a character is greater than 9, then one or more of those items will shut down temporarily. The most recent items picked up are the ones that shut down. This leads to a dance we call the MP SHUFFLE in which the character drops and picks up items in order to selectively turn on or off magic items that break the mp9 maximum.