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Core books

These are the books necessary to play, with the core rules used in all settings (GURPS Basic Set:
Characters and Campaigns), plus basic accessories.
GURPS Basic Set: Characters[1]
GURPS Basic Set: Campaigns[2]
GURPS Basic Set Deluxe Edition[3]
Limited, luxury edition ("bound in bonded leather with two-color foil stamping. They have
buckram-textured endpapers and sewn head and foot bands") of the two volumes of the
Basic Set.
GURPS Lite[4]
A 32-page introduction to the rules of GURPS based on the core rules in the GURPS 4e
Basic Set (mainly Characters). It includes basic character creation with advantages,
disadvantages, skills and equipment, as well as some rules for playing. It is freely available,
as a PDF from the Steve Jackson Games website, and a supplement to some GURPS books.
GURPS Ultra-Lite
Core GURPS rules condensed to a single page. Freely available as a PDF from the Steve
Jackson Games website.
GURPS GM's Screen
GURPS Update
The official conversion guide from 3rd to 4th edition, released as a free PDF file and
together with the GM's Screen

Rules supplements
These books detail general rules not used in all possible campaign, such as rules for magic spells,
for superpowers and for martial arts.
GURPS Magic[5]
Magic rules from the Basic set are expanded, detailing a large number of spells, and rules
for alternative magic systems, magic item creation, alchemy etc.[6]
GURPS Martial Arts[7]
Includes new perks, skills, techniques, styles, weapons, and extended combat and injury
rules, as well as history on the martial arts, pregenerated NPCs, and ideas for martial-arts
campaigns.
GURPS Mass Combat (PDF)
gives rules for large-scale battles between military units, as well as allowing for the actions
of player characters.
GURPS Powers[8]
Extends the basic character creation rules to better handle high powered characters, and
allow highly detailed customization of powers in which each power consists of a range of
abilities (ie, advantages) and a talent, with a "source" and a "focus", adding color and
helping to tie together the abilities, and an additional "power modifier" that acts like an
enhancement (rare) or limitation to the power as a whole.[9]
GURPS Thaumatology[10]
By Phil Masters. Extends further the rules about magic, adding ceremonial, spirit, runic,
freeform, material (alchemy, herbalism), and real-world-inspired magic.

Genre toolkits

These books describe how to design and play campaigns in a particular genre, such as fantasy,
science fiction or detective fiction.

GURPS Fantasy (William H. Stoddard, 20063, ISBN 1-55634-519-4) - This toolkit covers
creation of different types of fantasy settings include "High" and "Low", "Dark" and
"Light", Swords and Sorcery, and Myth; it also covers typical fantasy races and nonstandard settings, such as "Roma Arcana", based on a fantastical Rome that never
completely fell. It was a nominee at the 2005 Origins Award for Best Roleplaying Game.[11]

GURPS Horror (Kenneth Hite, 2011, ISBN 1-55634-803-7) Provides time-tested advice on
running horror campaigns including current trends and tropes, showing how to run
everything from old-fashioned Gothic and supernatural horror to the latest J-horror, survival
horror, and torture horror.

GURPS Mysteries (Lisa Steele, 2006, ISBN 1-55634-761-8) - A PDF file and POD release
about detective fiction based adventures and campaigns, crime scenes, and advanced rules
for interrogating NPCs.[12]

GURPS Space (Jon F. Zeigler and James L. Cambias, 20064, ISBN 1-55634-245-4) - Covers
the planning and running of science fiction campaigns with special emphasis on the creation
of star systems, worlds and alien races.[13]

GURPS Supers (William H. Stoddard, , ISBN 978-1-55634-771-9) - Builds on GURPS


Powers to describe powers, rules, and guidelines to run a superhero campaign.[13]

Fictional settings
These supplements details how to design and play campaigns set in particular fictional settings,
either specific to GURPS (such as "Banestorm", a fantasy setting, or "Infinite Worlds", about
exploration of parallel universes) or independent of it (such as the Star Trek universe).

GURPS Banestorm (Phil Masters and Jonathan Woodward, 2005, ISBN 1-55634-744-8),
detailing a fantasy setting called Yrth in which standard fantasy tropes such as Wizards,
Orcs, Elves, Dwarves are present, along with more unusual fantastic races like the Reptile
Men. A basic premise of the setting is that magical banestorms pick up people, whole
villages, etc. from other worlds (including Earth) and deposit them on Yrth.[14]

Changing Times (PDF) updates the rules of the Transhuman Space setting for compatibility
with GURPS 4th edition.

GURPS Infinite Worlds (Kenneth Hite, Steve Jackson, and John M. Ford, 2005, ISBN 155634-734-0), winner of the 2005 Origins Award for Best Roleplaying Supplement.[15]
Describes play in two settings, Infinite Worlds (cross-world travel, including other published
GURPS settings) and Time Travel (within Earth's history).

GURPS Traveller: Interstellar Wars - Describing a period of the history of the science
fiction Traveller setting, early in its history; includes rules for generating characters for the
setting, starship design, interstellar trade, exploration, and ship-to-ship combat.

GURPS Casey and Andy (PDF) - A setting inspired by the Casey and Andy webcomic by
Andy Weir

GURPS Lands Out of Time (PDF) - A setting that pits man against dinosaur.

GURPS Prime Directive - One of the incarnations of the Prime Directive role-playing game,
set in the Star Trek-derived Star Fleet Universe, together with its sourcebooks:
o GURPS Prime Directive: Klingons
o GURPS Prime Directive: Romulans

GURPS Reborn Rebirth (?) (Shou Tomono (?),


Tadaaki Kawahito (?) and Group SNE, 2006, in Japanese, ISBN 4-903177-19-X)
A few years ago world trees appeared all around the world, producing guardian spirits
named Yuurei (lit. ghost) and interfering with real world events. Set in contemporary Japan.
Published by Hobby Base (?).

GURPS Yuel (?) in Japanese)

Girl Genius RPG (in production),[16] based on the Girl Genius webcomic by Studio Foglio

GURPS Thaumatology: Alchemical Baroque - An updated alchemy magic setting that


originally appeared in GURPS All-Star Jam 2004.

GURPS Martial Arts: Gladiators

GURPS Gun Fu

GURPS Locations: Metro of Madness

GURPS Locations: St. George's Cathedral

GURPS Hot Spots: Renaissance Florence

Vorkosigan Saga Sourcebook and Roleplaying Game - the sourcebook of Lois McMaster
Bujold's Vorkosigan Saga.

Technology and equipment


These handbooks describe the data, in terms of GURPS, of specific objects, gadgets and vehicles,
and how to construct new ones.

GURPS Bio-Tech - describes medical techniques and enhancements, and modified life
forms.

GURPS Low-Tech - describes technologies and inventions up through the Age of Sail.

GURPS High-Tech.[13] - describes technologies from the invention of gunpowder to the


present day.

GURPS Ultra-Tech - describes technologies from the near future onwards.

GURPS Shell-Tech (PDF) - gives more cybershell designs for Transhuman Space.

GURPS Vehicle Design (forthcoming)

GURPS Armorer Handbook (concept considered for release)

Spaceships
These handbooks give a streamlined method for spacecraft construction and combat. Volumes 1
through 8 written by David Pulver.

GURPS Spaceships (PDF) - describes the basic design and combat system.

GURPS Spaceships 2: Traders, Liners, and Transports (PDF) - concentrates on the


economics of merchant spacecraft.

GURPS Spaceships 3: Warships and Space Pirates (PDF)

GURPS Spaceships 4: Fighters, Carriers, and Mecha (PDF)

GURPS Spaceships 5: Exploration and Colony Spacecraft (PDF)

GURPS Spaceships 6: Mining and Industrial Spacecraft (PDF)

GURPS Spaceships 7: Strange and Alien Spacecraft (PDF)

GURPS Spaceships 8: Transhuman Spacecraft (PDF) - spacecraft taken from the


Transhuman Space setting

Creatures
These handbooks describe monsters and creatures.

GURPS Creatures of the Night, Volume 1 (PDF)

GURPS Creatures of the Night, Volume 2 (PDF)

GURPS Creatures of the Night, Volume 3 (PDF)

GURPS Creatures of the Night, Volume 4 (PDF)

GURPS Creatures of the Night, Volume 5 (PDF)

GURPS Dragons (3rd Edition with 4th Edition appendix)

Dungeon Fantasy series


These handbooks describe how to reduce GURPS to the essential abilities and rules you need to
play in a typical Medieval Fantasy "Dungeon Crawl" type of game.

GURPS Dungeon Fantasy 1: Adventurers

GURPS Dungeon Fantasy 2: Dungeons

GURPS Dungeon Fantasy 3: The Next Level

GURPS Dungeon Fantasy 4: Sages

GURPS Dungeon Fantasy 5: Allies (PDF)

GURPS Dungeon Fantasy 6: 40 Artifacts (PDF)

GURPS Dungeon Fantasy 7: Clerics (PDF)

GURPS Dungeon Fantasy 8: Treasure Tables (PDF)

GURPS Dungeon Fantasy 9: Summoners (PDF)

GURPS Dungeon Fantasy 10: Taverns (PDF)

GURPS Dungeon Fantasy 11: Power-Ups (PDF)

GURPS Dungeon Fantasy 12: Ninjas (PDF)

GURPS Dungeon Fantasy 13: Loadouts (PDF)

GURPS Dungeon Fantasy 14: Psi (PDF)

GURPS Dungeon Fantasy 15: Henchmen (PDF)

GURPS Dungeon Fantasy Monsters 1 (PDF)

GURPS Dungeon Fantasy Adventures 1: Mirror of the Fire Demon (PDF)

Action series
These supplements describe how to reduce GURPS to the essential abilities and rules you need to
play in games inspired by action movies of the 1980s and beyond.

GURPS Action 1: Heroes (PDF)

GURPS Action 2: Exploits (PDF)

GURPS Action 3: Furious Fists (PDF)

Power-Ups series
These supplements add a small set of new abilities for characters.

GURPS Power-Ups 1: Imbuements (PDF)

GURPS Power-Ups 2: Perks (PDF)

GURPS Power-Ups 3: Talents (PDF)

GURPS Power-Ups 4: Enhancements (PDF)

GURPS Power-Ups 5: Impulse Buys (PDF)

Monster Hunters series


These handbooks describe how to reduce GURPS to the essential abilities and rules you need to
play in a typical modern "Monster Hunting" type of game. Example settings include Buffy the
Vampire Slayer, or Charles Stross's The Laundry series.

GURPS Monster Hunters 1: Champions (PDF)

GURPS Monster Hunters 2: The Mission (PDF)

GURPS Monster Hunters 3: The Enemy (PDF)

GURPS Monster Hunters 4: Sidekicks (PDF)

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