List of GURPS books

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A rough breakdown of GURPS books. Bottom tier are core books necessary to play, moving up to least necessary. Using resources from further up the stack requires less preparation work on the part of the game master.

This is a listing of the publications from Steve Jackson Games and other licensed publishers for the GURPS role-playing game.

Fourth Edition[edit]

Core books[edit]

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 GM's Screen[4]

Free core books[edit]

GURPS Lite[5]
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 Warehouse 23.[6] It is a supplement to some GURPS books.
Unlike the 3E version of GURPS Lite, this did not include Magery or any spells, but does include the new "Jumper" Advantage.
GURPS Ultra-Lite[7]
Core GURPS rules condensed to a single page. Freely available as a PDF from the Steve Jackson Games website Warehouse 23.[8]
GURPS Update[9][10]
The official conversion guide from 3rd to 4th edition, released as a free PDF file. It is also included in the purchaseable GM's screen.

Other free books[edit]

There is a total of 28 free GURPS products given out as no-cost PDFs,[11] in addition to the three above and one below, this includes:

  1. Infinite Worlds I.S.T.[12]
  2. Magic Spell Charts[13] released 15 February 2006[14]
  3. Range Ruler[15]
  4. Skill Categories[16] released 24 June 2005[17]
  5. Alphabet Arcane: Lost Serifs[18]
  6. Combat Cards[19]
  7. Lite Chinese[20]
  8. Lite Interlingua[21]
  9. Lite Italian[22]
  10. Lite Korean[23]
  11. Lite Lithuanian[24]
  12. Lite Portuguese[25]
  13. Martial Arts Techniques Cheat Sheet[26]
  14. Space: Planetary Record and Worksheet[27]
  15. Caravan to Ein Arris[28]
  16. Caravan to Ein Arris 4th[29]
  17. Transhuman Space: Teralogos News - 2100, Fourth Quarter[30]
  18. Transhuman Space: Teralogos News - 2101, First Quarter[31]
  19. Transhuman Space: Teralogos News - 2101, Second Quarter[32]
  20. Transhuman Space: Teralogos News - 2101, Third Quarter[33]
  21. Traveller: Flare Star[34]
  22. In Nomine: A Very Nybbas Christmas[35]
  23. Traveller Interstellar Wars Combat Counters[36]
  24. Temple of the Lost Gods PDQ Conversion[37]
  25. Advantages: A Compendium of Pregenerated Abilities (A PDF of Player Generated Advantages)

Rules supplements[edit]

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[38]
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.[39]
GURPS Martial Arts[40]
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[41][42]
Gives rules for large-scale battles between military units, as well as allowing for the actions of player characters.
GURPS Powers[43]
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.[44]
GURPS Thaumatology[45]
By Phil Masters. Extends further the rules about magic, adding ceremonial, spirit, runic, freeform, material (alchemy, herbalism), and real-world-inspired magic.

Genre toolkits[edit]

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 non-standard 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.[46]
  • 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.[47]
  • 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.[48]
  • GURPS Supers (William H. Stoddard, 2007, ISBN 978-1-55634-771-9) - Builds on GURPS Powers to describe powers, rules, and guidelines to run a superhero campaign.[48]

Fictional settings[edit]

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.[49]
  • 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 1-55634-734-0), winner of the 2005 Origins Award for Best Roleplaying Supplement.[50] 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:
    • GURPS Prime Directive: Klingons
    • GURPS Prime Directive: Romulans
  • Girl Genius RPG (in production),[51] 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.
  • GURPS Zombies,[52] a post-apocalypse world book[53] first printed December 2013[54]
    • Day One[55] first printed April 2015[56]


Gurps Locations is a series of 5 sourcebooks:[57]

  1. Hellsgate[58]
  2. Metro of Madness[59]
  3. St. George's Cathedral[60]
  4. The Tower of Octavius[61]
  5. Worminghall[62]

Technology and equipment[edit]

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.[48] - 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)


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


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[edit]

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 16: Wilderness Adventures (PDF)
  • GURPS Dungeon Fantasy 17: Guilds (PDF)
  • GURPS Dungeon Fantasy 18: Power Items (PDF)
  • GURPS Dungeon Fantasy 19: Incantation Magic (PDF)
  • GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon (PDF)
  • GURPS Dungeon Fantasy Denizens: Barbarians (PDF)
  • GURPS Dungeon Fantasy Denizens: Swashbucklers (PDF)
  • GURPS Dungeon Fantasy Monsters 1 (PDF)
  • GURPS Dungeon Fantasy Monsters 2: Icky Goo (PDF)
  • GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic (PDF)
  • GURPS Dungeon Fantasy Treasures 1: Glittering Prizes (PDF)
  • GURPS Dungeon Fantasy Treasures 2: Epic Treasures (PDF)

Action series[edit]

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)
  • GURPS Action 4: Specialists (PDF)

Power-Ups series[edit]

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)
  • GURPS Power-Ups 6: Quirks (PDF)
  • GURPS Power-Ups 7: Wildcards (PDF)
  • GURPS Power-Ups 8: Limitations (PDF)

Monster Hunters series[edit]

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)
  • GURPS Monster Hunters 5: Applied Xenology (PDF)

First, Second, and Third Edition[edit]

Core books[edit]

Rules supplements[edit]

  • GURPS All-Star Jam 2004
  • GURPS Best Of Pyramid 1 - First selection of articles from online gaming magazine Pyramid.
  • GURPS Best Of Pyramid 2
  • GURPS Grimoire - A companion volume for GURPS Magic, describing hundreds of spells and two new Colleges, Gates and Techs.
  • GURPS Magic (for GURPS 3e)
  • GURPS Martial Arts (for GURPS 3e)
  • GURPS Psionics (Pulver, David, 1995, 1st Edition, ISBN 1-55634-196-2)
  • GURPS Religion: Gods, Priestly Powers and Cosmic Truths (Naylor, Janet, 1994, 1st Edition, ISBN 978-1-55634-202-8)



  • GURPS Bestiary (O'Sullivan, Steffan; Evans, Mark, 1988, 1st Edition, ISBN 1-55634-087-7), containing information and statistics for animals, including information to play animals as player character.[48]
  • GURPS Blood Types, containing biographies and gaming statistics for 23 vampires and vampire-like beings, and guidelines on creating more for various campaign settings.
  • GURPS Creatures of the Night (Maykrantz, Scott Paul, 1994, 1st Edition, ISBN 1-55634-273-X), describing original "modern horrors" (such as "Grue Beetles", "Netherpunks" and "Slitherwens").
  • GURPS Dinosaurs, giving game data for dinosaurs.
  • GURPS Dragons (3rd Edition with 4th Edition appendix), giving game information and data about dragons, also as player characters.
  • GURPS Faerie (Davis, Graeme, 2003, 1st Edition, ISBN 1-55634-632-8), giving character templates and campaign settings for adventures involving the Little people.
  • GURPS Bestiary (O'Sullivan, Steffan, 1999, 1st Edition, ISBN 1-55634-184-9), describing several fantasy animals and plants.[48]
  • GURPS Shapeshifters, about creation rules, game environments and sample characters for werewolves, Doppelgängers and other shapeshifters.
  • GURPS Space Bestiary, describing many fictional extraterrestrial creatures, including silicon-based, crystalline, energy and liquid beings.
  • GURPS Spirits, published 2001, a guide to fictional spirits from several cultures (angels, demons, djinn, dryads, ghosts etc.), with a possible system of spirit-based magic. This expands upon the Spirit rules from Undead and the Ritual Magic rules from Voodoo.
  • GURPS Undead, published 1998,[68] a portion on the site[69] describing several kinds of undead creatures (vampires, zombies etc.), with rules to create more and related topics.

Technology and equipment[edit]

  • GURPS Bio-Tech (for the 3e)
  • GURPS High-Tech (for the 3e)
  • GURPS Low-Tech (for the 3e)
  • GURPS Magic Items 1
  • GURPS Magic Items 2
  • GURPS Magic Items 3
  • GURPS Modern Firepower
  • GURPS Robots
  • GURPS Steam-Tech
  • GURPS Ultra-Tech 1
  • GURPS Ultra-Tech 2
  • GURPS Vehicles
  • GURPS Vehicles Expansion 1
  • GURPS Vehicles Expansion 2
  • GURPS Vehicles Lite
  • GURPS Warehouse 23

Genre toolkits[edit]

History and culture[edit]

  • GURPS Age of Napoleon (Nicholas Caldwell; William H Stoddard, 2003, ISBN 1-55634-451-1), background for adventuring set in the late 18th and early 19th centuries, with character write-ups for such celebrities of the era as Catherine the Great (of Russia) and George Washington as well as Napoleon's crowd.
  • GURPS Arabian Nights
  • GURPS Atlantis
  • GURPS Aztecs (Aurelio Locsin III, 1993, ISBN 1-55634-260-8), Mexico before Cortez.
  • GURPS Camelot (Robert M. Schroeck; Peggy Schroeck, 1991, ISBN 1-55634-199-7), fantasy role-playing in the Arthurian genre.[75]
  • GURPS Celtic Myth (Ken and Jo Walton;, 1995, ISBN 1-55634-260-8), Once Celts raided, looted, conquered and settled over thousands of miles, leaving red-haired descendents from Ireland to Spain to Poland to Turkey, coming within a sword's width of extinguishing the Roman empire before it was born. They left behind rich and terrible mythos, of head-hunting and of poetry, and, of course, of the Fair Folk, a euphemism in the same vein as the Greeks used when they referred to the Furies as "the kindly ones."
  • GURPS China
  • GUPRS Egypt
  • GURPS Greece
  • GURPS Ice Age (Kirk Wilson Tate, 1989, ISBN 1-55634-134-2), describing rules and setting for role-playing in the time of prehistoric man, including a shamanic magic system.
  • GURPS Imperial Rome, describing the historical background and adventure ideas for roleplaying in ancient Rome, including a parallel universe where Roman Empire survived till today.[72]
  • GURPS Japan.[48]
  • GURPS Middle Ages I, a sourcebook for running a Middle Ages themed GURPS campaign.
  • GURPS Old West
  • GURPS Places of Mystery
  • GURPS Robin Hood
  • GURPS Russia
  • GURPS Scarlet Pimpernel (Robert Traynor & Lisa Evans, 1992, ISBN 1-55634-212-8), details for playing in the milieu of the Scarlet Pimpernel books set in 18th century Revolutionary France, by Baroness Orczy.
  • GURPS Swashbucklers: Roleplaying in the World of Pirates and Musketeers (Steffan O'Sullivan, 1990, ISBN 1-55634-394-9), detailed 17th century role-play in the swashbuckler genre, with rules for ship combat, fencing, guns, dueling, codes of honor and so forth.[48]
  • GURPS Timeline, a source book with a timeline for play and many short articles, some of which describe "Lost Continents" and some tales about "Lost Fortunes".
  • GURPS Vikings

Fictional Settings[edit]

  • AADA Road Atlas Volume 1: The East Coast - The first in a series of road atlases detailing the setting of GURPS Autoduel (see above).
  • AADA Road Atlas Volume 2: The West Coast
  • AADA Road Atlas Volume 3: The South
  • AADA Road Atlas Volume 4: Australia
  • AADA Road Atlas Volume 5: The Midwest
  • AADA Road Atlas Volume 6: The Free Oil States
  • AADA Road Atlas Volume 7: The Mountain West
  • GURPS Alternate Earths (Kenneth Hite, Craig Neumeier, Michael S. Schiffer, 1999, ISBN 1-55634-318-3)—presents six versions of Earth possessing alternate histories to that of our own world, as well as a number of less-detailed settings scattered throughout the book in sidebars: for instance, "Gernsback" is a parallel, inspired by 1930s science fiction adventure stories (it is named for the editor Hugo Gernsback) has as its point of divergence is the marriage of Nikola Tesla to Anne Morgan, daughter of banker and financier J. P. Morgan. Attention is given to the ways in which agents of the Infinity Patrol presented in GURPS Time Travel and their rivals from the mysterious parallel known as "Centrum" attempt to influence the course of history in each parallel; the concept of the conflict between the Infinity Patrol and Centrum across the many parallel Earths was made central to the Fourth Edition of GURPS as the default setting in the Basic Set and in the supplement GURPS Infinite Worlds.[76]
  • GURPS Alternate Earths 2 presents six more alternate histories, among which that of Centrum, whose point of divergence is the successful crossing of the White Ship, meaning that William Adelin, the sole male heir of King Henry I of England, was never drowned.
  • GURPS Black Ops, describing a setting that Earth under threat from various alien, supernatural, and other monstrous powers, while the player characters are super-skilled agents of the clandestine agency "the Company", known as "Black Operatives" or "Black Ops"; the setting relies heavily on use of various known or less known urban legends and conspiracy theories.[77]
  • GURPS Cabal, a customizable setting depicting a modern-day secret society composed of vampires, lycanthropes and sorcerers who study the underlying principles of magic and visit other planes of existence.
  • GURPS Cthulhupunk
  • GURPS Cyberworld
  • GURPS Fantasy
  • GURPS Fantasy II: Adventures in the Mad Lands (Robin D. Laws, 1993, ISBN 1-55634-264-0)
  • GURPS Fantasy GM's Pack
  • GURPS Fantasy Tredroy
  • GURPS Fantasy Harkwood
  • GURPS Goblins, describing an original fantasy setting in a society of goblins in London in the 1830s.
  • GURPS Illuminati University, detailing a fictional college where absurdity and awful puns are the order of the day; its students range from witches and werewolves to secret agents and space aliens.
  • GURPS Prime Directive (see above)
  • GURPS Prime Directive: Klingons
  • GURPS Prime Directive: Klingon Gunboat Deckplans
  • GURPS Prime Directive: Module Prime Alpha
  • GURPS Prisoner, detailing the setting of the UK television series The Prisoner.[48]
  • GURPS Reign of Steel, describing a future world conquered by a conspiracy of artificial intelligences, after a robot revolt has concluded with the machines' victory.[78]
  • GURPS Screampunk
  • GURPS Space Atlas
  • GURPS Space Atlas 2: The Corporate Worlds
  • GURPS Space Atlas 3: The Confederacy
  • GURPS Space Atlas 4: Phoenix and Saga Sectors
  • GURPS Technomancer (David Pulver, 1998, ISBN 1-55634-359-0), describing a setting and new rules in an alternative modern Earth where magic co-exists with technology. It was based on the premise that the Trinity atomic test ripped a hole in the fabric of space-time, triggering a tornado of magical energy.
  • GURPS Terradyne, a future history suitable for a hard science fiction campaign-in the tradition of stories by Robert A. Heinlein, Lester Del Rey and Ben Bova-in which technology has moved man out into space and Terradyne, a space-based corporate state, dominates but does not have exclusive control of space-based industries. It was superseded by the Transhuman Space series which covers the same niche.
  • GURPS Voodoo
  • GURPS Y2K, detailing some possible scenarios involving the year 2000 problem and other world-changing events.

Book adaptations[edit]

The following fictional settings are adaptations of preceding fictional works originating in novels:

Video game adaptations[edit]


Transhuman Space[edit]

  • Transhuman Space
  • Bioroid Bazaar (PDF)
  • Bio-Tech 2100 (PDF)
  • Broken Dreams
  • Changing Times (PDF)
  • Cities on the Edge (PDF)
  • Deep Beyond
  • Fifth Wave
  • High Frontier
  • In The Well
  • Martial Arts 2100 (PDF)
  • Orbital Decay
  • Personnel Files 1
  • Personnel Files 2: The Meme Team (PDF)
  • Personnel Files 3: Wild Justice (PDF)
  • Personnel Files 4: Martingale Security (PDF)
  • Personnel Files 5: School Days 2100 (PDF)
  • Polyhymnia (PDF)
  • Shell-Tech (PDF) (PDF)
  • Singapore Sling (PDF)
  • Spacecraft of the Solar System
  • Toxic Memes
  • Transhuman Mysteries (PDF)
  • Under Pressure
  • Wings of the Rising Sun (PDF)


A set of books designed to allow game play in Traveller's Third Imperium science-fiction setting using the GURPS rule system. Traveller was originally published in 1977 by Game Designers' Workshop. Steve Jackson Games also publishes online Journal of the Travellers' Aid Society, the official magazine of Traveller.[81]

  • GURPS Traveller: Science Fiction Adventure in the Far Future (Wiseman, Loren, 1998, 2nd Edition, ISBN 1-55634-408-2)
  • GURPS Traveller: Alien Races 1 (Pulver, David L., 1998, ISBN 1-55634-361-2) provides details about the human-descended Zhodani and the alien Vargr, as well as three minor races.
  • GURPS Traveller: Alien Races 2 (Slack, Andy; Thomas, David; Pulver, David, 1999, 1st Edition, ISBN 1-55634-392-2)
  • GURPS Traveller: Alien Races 3 (Slack, Andy; Thomas, David; Pulver, David; Nilsen, David, 2000, 1st Edition, ISBN 1-55634-431-7)
  • GURPS Traveller: Alien Races 4 ({{{author}}}, 2001, 1st Edition, ISBN 1-55634-433-3)
  • GURPS Traveller: Behind the Claw
  • GURPS Traveller: Deck Plan 1 Beowulf-Class Free Trader
  • GURPS Traveller: Deck Plan 2 Modular Cutter
  • GURPS Traveller: Deck Plan 3 Empress Marava-Class Far Trader
  • GURPS Traveller: Deck Plan 4 Assault Cutter
  • GURPS Traveller: Deck Plan 5 Sulieman-Class Scout/Courier
  • GURPS Traveller: Deck Plan 6 Dragon-Class System Defense Boat
  • GURPS Traveller: Droyne Coyn Set
  • GURPS Traveller: Far Trader
  • GURPS Traveller: First In
  • GURPS Traveller: GM's Screen
  • GURPS Traveller: Ground Forces
  • GURPS Traveller: Heroes 1 - Bounty Hunters
  • GURPS Traveller: Humaniti
  • GURPS Traveller: Interstellar Wars (4e; see above)
  • GURPS Traveller: Modular Cutter
  • GURPS Traveller: Nobles
  • GURPS Traveller: Planetary Survey 1 - Kamsii
  • GURPS Traveller: Planetary Survey 2 - Denuli
  • GURPS Traveller: Planetary Survey 3 - Granicus
  • GURPS Traveller: Planetary Survey 4 - Glisten
  • GURPS Traveller: Planetary Survey 5 - Tobibak
  • GURPS Traveller: Planetary Survey 6 - Darkmoon
  • GURPS Traveller: Psionics Institutes
  • GURPS Traveller: Rim of Fire
  • GURPS Traveller: Star Mercs
  • GURPS Traveller: Starports
  • GURPS Traveller: Starships
  • GURPS Traveller: Sword Worlds

World War II[edit]

  • GURPS WWII - Core Rules.
  • GURPS WWII: All the King's Men - British and Commonwealth forces.
  • GURPS WWII: Dogfaces - United States.
  • GURPS WWII: Doomed White Eagle - Poland.
  • GURPS WWII: Grim Legions - Italy.
  • GURPS WWII: Frozen Hell - Finland.
  • GURPS WWII: Hand of Steel - Commando forces.
  • GURPS WWII: Iron Cross - Greater Germany.
  • GURPS WWII: Michael's Army - Romania.
  • GURPS WWII: Red Tide - USSR.
  • GURPS WWII: Return to Honor - France.
  • GURPS WWII: Weird War II - An alternate setting in which Magic, Super-Science, and the Supernatural are real.
    • GURPS Weird War II: The Secret of the Gneisenau - Scenario detailing the Gneisenau.
  • GURPS WWII: Motor Pool - Pre-made WW2-era vehicles using the variant WWII Modular Vehicle Design System from the core rulebook.

System conversions[edit]


  • GURPS Bili the Axe - Up Harzburk!, a campaign of solo adventures set in Robert Adams's "Horseclans" universe (see above), in which the reader/player accompanies Bili the Axe on four years of Middle Kingdoms campaigning. The book was printed with a serious error in the numbering of the paragraphs, making it virtually impossible to play the adventure as designed, and so was recalled.
  • GURPS Chaos in Kansas
  • GURPS Conan and the Queen of the Black Coast
  • GURPS Conan: Beyond Thunder River
  • GURPS Conan: Moon of Blood
  • GURPS Conan: The Wyrmslayer
  • GURPS Cyberpunk Adventures, winner of the 1992 Origins Award for Best Roleplaying Adventure.[71]
  • GURPS Deadlands Dime Novel 1: Aces and Eights
  • GURPS Deadlands Dime Novel 2: Wanted: Undead or Alive
  • GURPS Deathwish
  • GURPS Fantasy Adventures
  • GURPS Flight 13
  • GURPS For Love of Mother-Not
  • GURPS Martial Arts Adventures
  • GURPS The Old Stone Fort
  • GURPS Operation Endgame
  • GURPS Orcslayer
  • GURPS School of Hard Knocks (1989), originally written with support for the Champions 4th edition rules, but these rules were removed from the final printing. They were later published online.
  • GURPS Space Adventures
  • GURPS Space: Stardemon
  • GURPS Supers Adventures
  • GURPS Time Travel Adventures
  • GURPS Space: Unnight
  • GURPS Zombietown U.S.A.

Japanese products[edit]

Several books were produced in Japanese, mostly by the Japanese company Group SNE, and published by various publishers.

  • Translations of GURPS, 3rd (published by Kadokawa Shoten(Kadokawa Sneaker Bunko (角川スニーカー文庫) or Kadokawa Sneaker G Bunko (角川スニーカー・G文庫))
    • GURPS Basic (『ガープス・ベーシック』) - Translation of GURPS Basic Set 3rd edition.
    • GURPS Magic (『ガープス・マジック』) - Translation of GURPS Magic for 3rd edition.
    • GURPS Martial Arts (『ガープス・マーシャルアーツ』) - Translation of GURPS Martial Arts for 3rd edition.
    • GURPS Psionics (『ガープス・サイオニクス』) - Translation of GURPS Psionics.
    • GURPS Cyberpunk (『ガープス・サイバーパンク』) - Translation of GURPS Cyberpunk.
  • Translations of GURPS, 3rd (published by Fujimi Shobo)
    • GURPS Basic kanyaku-ban (『ガープス・ベーシック完訳版』) - The complete translated version of GURPS Basic (『ガープス・ベーシック』) and the translation of GURPS Basic Set Third Edition, Revised
    • GURPS Magic kanyaku-ban (『ガープス・マジック完訳版』) - The complete translated version of GURPS Magic (『ガープス・マジック』) and the translation of GURPS Magic Second Edition for 3rd edition.
      • GURPS Grimoire kanyaku-ban (『ガープス・グリモア完訳版』) - The translation of GURPS Grimoire.
    • GURPS Martial Arts kanyaku-ban (『ガープス・マーシャルアーツ完訳版』) - The complete translated version of GURPS Martial Arts (『ガープス・マーシャルアーツ』) and the translation of GURPS Martial Arts Second Edition for 3rd edition.
  • GURPS Master Screen (『ガープス・マスタースクリーン』) - The master screen (マスタースクリーン) for GURPS 3rd edition(published by Kadokawa Shoten).
  • Translations of GURPS, 4th (published by Fujimi Shobo)
    • GURPS Basic Dai-yon-han Character (『ガープス・ベーシック【第4版】キャラクター』) - The translation of GURPS Basic Set: Characters for Fourth Edition.
    • GURPS Basic Dai-yon-han Campaign (『ガープス・ベーシック【第4版】キャンペーン』) - The translation of GURPS Basic Set: Campaigns for Fourth Edition.
    • GURPS Mahou-taizen (『ガープス・魔法大全』) - The translation of GURPS Magic for Fourth Edition.
  • GURPS Bushin kourin (『ガープス・マーシャルアーツ・アドベンチャー 武神降臨』) - Martial arts. The Supplement of GURPS Martial Arts.
  • GURPS Cocoon (『ガープス・コクーン』) - Comical fantasy and the parody of Sword World RPG.
  • GURPS Damned Stalkers (『ガープス・妖魔夜行Gurps Youma Yakou) - Modern horror.[83] This supplement refers to GURPS Supers for Third Edition.
  • GURPS The Damned Stalkers 2nd stage (『ガープス・百鬼夜翔Gurps Hyakki Yasyou) - The sequel to GURPS Youma Yakou. This supplement refers to GURPS Supers for Third Edition, GURPS Compendium I and GURPS Compendium II.
  • GURPS Dragon Merc (『ガープス・ドラゴンマーク』) - Crossover of multi-planes
  • GURPS Power up (『ガープス・パワーアップ』) - Four original world settings
  • GURPS Ring Dream (『ガープス・リング★ドリーム』) - Modern female wrestling[83]
  • GURPS RebornRebirth (『ガープス・リボーンリバース』) - Written by Shou Tomono(友野詳), Tadaaki Kawahito(川人忠明) and Group SNE; published by Hobby Base (ホビーベース) in 2006: each player character possesses his own Yuurei (guardian spirit) and fights against bad Yuureis.
  • GURPS Runal/Yuel (『ガープス・ルナル』『ガープス・ユエル』) - Written by Shou Tomono and Group SNE; published by Kadokawa Shoten in 1992; "complete version" and GURPS Yuel published by Fujimi Shobo in 1994.[84] Several novels have been published based upon GURPS Runal,[85] set in a fantasy world strongly influenced from RuneQuest: seven mysterious Moons grant magic power to their worshipers.

Korean products[edit]

The Korean publisher Dayspring Games (Hangul도서출판 초여명) published the Korean translation of GURPS and at least an original supplement, GURPS Sylfiena, a fantasy setting.[86]

  • Translations of GURPS, 3rd edition
    • GURPS Gibon Set Gukmunpan (HangulGURPS 기본세트 국문판): Translation of GURPS Basic Set, 3rd edition.
    • GURPS Mabeop (HangulGURPS 마법): Translation of GURPS Magic for 3rd edition.
    • GURPS Muye (HangulGURPS 무예): Translation of GURPS Martial Arts for 3rd edition.
    • GURPS Fantasy (HangulGURPS 환타지): Translation of GURPS Fantasy for 3rd edition.
    • GURPS Fantasy Jongjok (HangulGURPS 환타지 종족): Translation of GURPS Fantasy Folk for 3rd edition.
    • GURPS Cyberpunk (HangulGURPS 사이버펑크): Translation of GURPS Cyberpunk for 3rd edition.
  • Translations of GURPS, 4th edition
    • GURPS Gukmun 2-pan Gibon Set: Character Book (HangulGURPS 국문2판 기본세트: 캐릭터북): Translation of GURPS Basic Set: Characters, 4th edition.
    • GURPS Gukmun 2-pan Gibon Set: Campaign Book (HangulGURPS 국문2판 기본세트: 캠페인북): Translation of GURPS Basic Set: Campaigns, 4th edition.
    • GURPS Gukmun 2-pan Muhansegye (HangulGURPS 국문2판 무한세계): Translation of GURPS Infinite Worlds.
    • GURPS Gukmun 2-pan Chosangneungryeok (HangulGURPS 국문2판 초상능력): Translation of GURPS Powers.
    • GURPS Gukmun 2-pan Mabeop (HangulGURPS 국문2판 마법): Translation of GURPS Magic for 4th edition.
    • GURPS Gukmun 2-pan Dungeon Fantasy (HangulGURPS 국문2판 던전판타지): Translation and compilation from GURPS Dungeon Fantasy 1 to GURPS Dungeon Fantasy 4.
    • GURPS Gukmun 2-pan Muye (HangulGURPS 국문 2판 무예): Translation of GURPS Martial Arts for 4th edition.
    • GURPS Gukmun 2-pan Hunterdeului Bam (HangulGURPS 국문 2판 헌터들의 밤): Translation and compilation from GURPS Monster Hunters 1 to GURPS Monster Hunters 4.
    • GURPS Gukmun 2-pan Churiwa Susa (HangulGURPS 국문 2판 추리와 수사): Translation of GURPS Mysteries.
  • GURPS Gukmun 2-pan Sylfiena (HangulGURPS 국문2판 실피에나): The first original GURPS book in Korea. A low-mana fantasy campaign setting on the Earldom of Sylfiena for GURPS, 4th edition.


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  67. ^ Published in 1985, the year prior to GURPS Basic Set First Edition.
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External links[edit]