Core booksThese 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 starship design. includes rules for generating characters for the setting. Stoddard. GURPS Banestorm (Phil Masters and Jonathan Woodward. Elves. a fantasy setting. Stoddard. and advanced rules for interrogating NPCs. rules. early in its history. Steve Jackson.[12] GURPS Space (Jon F. 2006. It was a nominee at the 2005 Origins Award for Best Roleplaying Game.This toolkit covers creation of different types of fantasy settings include "High" and "Low". Cambias. Orcs. Infinite Worlds (cross-world travel. 20064.Describing a period of the history of the science fiction Traveller setting. GURPS Infinite Worlds (Kenneth Hite. or "Infinite Worlds". Ford. science fiction or detective fiction. ISBN 1-55634-761-8) . and Myth. along with more unusual fantastic races like the Reptile Men. 20063. such as "Roma Arcana".[13] GURPS Supers (William H. . and torture horror. based on a fantastical Rome that never completely fell. and John M. 2005. interstellar trade. A basic premise of the setting is that magical banestorms pick up people.A PDF file and POD release about detective fiction based adventures and campaigns. ISBN 1-55634-803-7) Provides time-tested advice on running horror campaigns including current trends and tropes. it also covers typical fantasy races and nonstandard settings. winner of the 2005 Origins Award for Best Roleplaying Supplement. from other worlds (including Earth) and deposit them on Yrth. survival horror. GURPS Traveller: Interstellar Wars .Builds on GURPS Powers to describe powers. whole villages. exploration. and ship-to-ship combat. about exploration of parallel universes) or independent of it (such as the Star Trek universe). ISBN 155634-734-0).[15] Describes play in two settings. 2005. ISBN 1-55634-519-4) .[13] Fictional settings These supplements details how to design and play campaigns set in particular fictional settings. detailing a fantasy setting called Yrth in which standard fantasy tropes such as Wizards. etc. Zeigler and James L. and guidelines to run a superhero campaign. Swords and Sorcery. ISBN 1-55634-744-8). 2011. "Dark" and "Light". crime scenes. worlds and alien races. GURPS Fantasy (William H. ISBN 1-55634-245-4) .[11] GURPS Horror (Kenneth Hite. ISBN 978-1-55634-771-9) .These books describe how to design and play campaigns in a particular genre. GURPS Mysteries (Lisa Steele. Dwarves are present. including other published GURPS settings) and Time Travel (within Earth's history). showing how to run everything from old-fashioned Gothic and supernatural horror to the latest J-horror.Covers the planning and running of science fiction campaigns with special emphasis on the creation of star systems. . either specific to GURPS (such as "Banestorm". such as fantasy.[14] Changing Times (PDF) updates the rules of the Transhuman Space setting for compatibility with GURPS 4th edition. Tadaaki Kawahito (川人忠明?) and Group SNE. together with its sourcebooks: o GURPS Prime Directive: Klingons o GURPS Prime Directive: Romulans GURPS Reborn Rebirth (『ガープス・リボーンリバース』?) (Shou Tomono (友野詳?). GURPS Martial Arts: Gladiators GURPS Gun Fu GURPS Locations: Metro of Madness GURPS Locations: St.One of the incarnations of the Prime Directive role-playing game. GURPS Low-Tech . GURPS Prime Directive . GURPS Yuel (『ガープス・ユエル』?) in Japanese) Girl Genius RPG (in production).describes technologies and inventions up through the Age of Sail.An updated alchemy magic setting that originally appeared in GURPS All-Star Jam 2004. of specific objects. and how to construct new ones. set in the Star Trek-derived Star Fleet Universe.the sourcebook of Lois McMaster Bujold's Vorkosigan Saga. gadgets and vehicles. ISBN 4-903177-19-X) A few years ago world trees appeared all around the world. George's Cathedral GURPS Hot Spots: Renaissance Florence Vorkosigan Saga Sourcebook and Roleplaying Game . Technology and equipment These handbooks describe the data. GURPS Bio-Tech .A setting that pits man against dinosaur. ghost) and interfering with real world events. GURPS Casey and Andy (PDF) .describes medical techniques and enhancements. 2006. producing guardian spirits named Yuurei (lit.[16] based on the Girl Genius webcomic by Studio Foglio GURPS Thaumatology: Alchemical Baroque . .A setting inspired by the Casey and Andy webcomic by Andy Weir GURPS Lands Out of Time (PDF) . Set in contemporary Japan. in terms of GURPS. Published by Hobby Base (ホビーベース?). and modified life forms. in Japanese. Carriers.concentrates on the economics of merchant spacecraft. Volume 3 (PDF) GURPS Creatures of the Night.describes technologies from the near future onwards. 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) . Volume 2 (PDF) GURPS Creatures of the Night. GURPS Ultra-Tech .describes the basic design and combat system. Volume 1 (PDF) GURPS Creatures of the Night. GURPS Creatures of the Night. GURPS Spaceships 3: Warships and Space Pirates (PDF) GURPS Spaceships 4: Fighters. Volume 4 (PDF) GURPS Creatures of the Night.spacecraft taken from the Transhuman Space setting Creatures These handbooks describe monsters and creatures. Volumes 1 through 8 written by David Pulver. and Transports (PDF) . GURPS High-Tech. Volume 5 (PDF) .gives more cybershell designs for Transhuman Space. GURPS Spaceships (PDF) . GURPS Vehicle Design (forthcoming) GURPS Armorer Handbook (concept considered for release) Spaceships These handbooks give a streamlined method for spacecraft construction and combat. GURPS Spaceships 2: Traders.[13] .describes technologies from the invention of gunpowder to the present day. Liners. GURPS Shell-Tech (PDF) . 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 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. 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 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. 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.