On Wed, Aug 10, 2016 at 1:57 PM, C. Berry <xxxxxx@gmail.com> wrote:
Given the interoperability of GURPS, you can add just about anything to Traveller under that system.

On Mon, Aug 8, 2016 at 11:14 AM, Abu Dhabi <xxxxxx@gmail.com> wrote:
Are there any supplements for Traveller (especially Classic, or stuff vaguely compatible) that add rules for Fantasy stuff like that found in Dungeons and Dragons? I mean, there's psionics, but for some people, that's not quite magic enough!


On those few occasions that I've been able to run a game over the past few years, I've used a version of the Savage Worlds rules system adapted to the Classic Traveller background. If you're interested, you can find my house rules for this here:

https://www.tavern-keeper.com/campaign/181/page/415

These rules include an extensive powers list intended for use as either Psionic and Weird Science abilities, but which could be used as "magic spells" with only a few tweaks, since in Savage Worlds "magic/miracles/psionics/weird science/etc" are just names. E.g. a bolt is a bolt is a bolt in terms of game mechanics, with only the descriptive effects and means of character access changing between different flavors of power.

--
Richard Aiken

"Never insult anyone by accident."  Robert A. Heinlein
"I studied the Koran a great deal. I came away from that study with the conviction there have been few religions in the world as deadly to men as Muhammed." Alexis de Tocqueville (1843)
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"It has been my experience that a gun doesn't care who pulls its trigger." Newton Knight (as portrayed by Matthew McConaughey), to a scoffing Confederate tax collector facing the weapons held by Knight's young children and wife.