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

Fourth edition Core books GURPS Basic Set: Characters (2004) GURPS Basic Set: Campaigns (2004) GURPS GM's Screen

Free core books GURPS Lite (2004) GURPS Ultra-Lite (2009) GURPS rules condensed to a single page, and released as a free PDF. GURPS Update. 24-page 338KB version 26-page 321KB version A conversion guide from 3rd to 4th edition, and released as a free PDF. It is also included in 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, and also state-based treatments of cities, military units and other organizations.

GURPS Boardroom and Curia (PDF) by Matt Rigsby GURPS City Stats (PDF) by William H. Stoddard GURPS Gun Fu (PDF) by S. A. Fisher, Sean Punch, and Hans-Christian Vortisch GURPS Magic (2006) Expanded rules from the Basic set, detailing spells, and rules for alternative magic systems, magic item creation, alchemy. GURPS Martial Arts (2008) by Peter Dell'Orto. 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), by David Pulver Rules for large-scale battles between military units, as well as allowing for the actions of player characters. GURPS Powers (2007) by Sean Punch GURPS Realm Management (PDF) by Christopher R. Rice GURPS Social Engineering (PDF) by William H. Stoddard GURPS Social Engineering: Back to School (PDF) by William H. Stoddard GURPS Social Engineering: Pulling Rank (PDF) by Sean Punch GURPS Social Engineering: Keeping in Contact (PDF) by Kelly PedersenGURPS Tactical Shooting by Hans-Christian VortischGURPS Thaumatology (2008) by Phil Masters. Extends the magic rules, adding ceremonial, spirit-based, runic, freeform and material (alchemy, herbalism). GURPS Thamatology: Age of Gold (PDF)GURPS Thaumatology: Chinese Elemental Powers (PDF) by William H. StoddardGURPS Thaumatology: Magical Styles (PDF) by Sean PunchGURPS Magical Styles: Dungeon Magic (PDF) by Sean PunchGURPS Magical Styles: Horror Magic (PDF) by Sean PunchGURPS Thaumatology: Ritual Path Magic (PDF) by Jason "PK" LevineGURPS Thaumatology: Sorcery (PDF) by Jason "PK" LevineGURPS Sorcery: Sound Spells (PDF)GURPS Thaumatology: Urban Magics (PDF) by William H. Stoddard

Power-Ups 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)GURPS Power-Ups 9: Alternate Attributes (PDF)

Creatures AliensGURPS Aliens: Sparrials (PDF)

Creatures of the Night These handbooks describe monsters and creatures. All volumes are written by Jason "PK" Levine and Scott Paul Maykrantz; volumes 1-4 illustrated by Scott Paul Maykrantz.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), illustrated by Dan Smith (artist)

DragonsGURPS Dragons (3rd Edition with 4th Edition appendix) by Phil Masters, illustrated by Alex Fernandez

Fantasy FolkGURPS Fantasy Folk: Elves (PDF) by Alden LoveshadeGURPS Fantasy Folk: Goblins and Hobgoblins (PDF) by Phil MastersGURPS Fantasy Folk: Kobolds (PDF) by Phil MastersGURPS Fantasy Folk: The Reptilian Races (PDF) by Phil MastersGURPS Fantasy Folk: Winged Folk (PDF) by Anders Starmark

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, second edition, by David Pulver and David Morgan-Mar describes medical techniques and enhancements, and modified life forms.GURPS High-Tech, second edition, by Hans-Christian Vortisch, S.A. Fisher and Michael Hurst, describes technologies from the invention of gunpowder to the present day.GURPS Low-Tech, second edition, by William H. Stoddard, Matt Riggsby, Peter V. Dell'Orto and Dan HowardGURPS Ultra-Tech, second edition, by David Pulver describes futuristic technologies.

Spaceships 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

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

GURPS Horror GURPS Mysteries PDF and POD Review at ENWorld; Brief review at OgreCave.comGURPS Space GURPS Supers GURPS Steampunk These genre sourcebooks are all written by Phil Masters:GURPS Steampunk 1: Settings and Style (PDF) GURPS Steampunk 2: Steam and Shellfire (PDF)GURPS Steampunk 3: Soldiers and Scientists (PDF)GURPS Steampunk Setting: The Broken Clockwork World (PDF)GURPS Vehicles: Steampunk Conveyances (PDF)

Hot Spots and Locations Hot Spots GURPS Hot Spots: Constantinople, 527-1204 A.D (PDF) by Matt Riggsby GURPS Hot Spots: Istanbul, 1453-1703 A.D. (PDF) by Matt Riggsby GURPS Hot Spots: Renaissance Florence (PDF) by Matt Riggsby GURPS Hot Spots: Renaissance Venice (PDF) by Matt Riggsby GURPS Hot Spots: Sriwijaya (PDF) by Randy Huegele GURPS Hot Spots: The Incense Trail (PDF) by Matt Riggsby GURPS Hot Spots: The Silk Road (PDF) by Matt Riggsby

Locations Hellsgate Metro of Madness St. George's Cathedral The Tower of Octavius Worminghall

Original 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).

Infinite Worlds GURPS Infinite Worlds. Winner of the 2005 Origins Award for Best Roleplaying Supplement. GURPS Infinite Worlds: Atlantropa (PDF) by Joshua Kilburn GURPS Infinite Worlds: Britannica-6 (PDF) by Phil Masters GURPS Infinite Worlds: Collegio Januari (PDF) by Kenneth Hite GURPS Infinite Worlds: I.S.T. (PDF) by Kenneth Hite GURPS Infinite Worlds: Lost Worlds (PDF) by Kenneth Hite GURPS Infinite Worlds: Nightreign (PDF) by James Amaral and Joshua Lopez GURPS Infinite Worlds: Worlds of Atomic Horror (PDF) by Matt Wehmeier GURPS Infinite Worlds: Worlds of Horror (PDF) by Kenneth Hite

Transhuman Space Changing Times (PDF) updates the rules for compatibility with GURPS 4th edition. The following supplements are 4th edition-compatible: Transhuman Space: Bioroid Bazaar (PDF) Transhuman Space: Cities on the Edge (PDF) Transhuman Space: Martial Arts 2100 (PDF) Transhuman Space: Personnel Files 2-5 (PDF) Transhuman Space: Shell-Tech (PDF) GURPS Spaceships 8: Transhuman Spacecraft (PDF) Transhuman Space: Transhuman Mysteries (PDF) Transhuman Space: Wings of the Rising Sun (PDF)

Other original settings GURPS Banestorm by Phil Masters and Jonathan Woodward GURPS Banestorm: Abydos by David Pulver GURPS Horror: The Madness Dossier (PDF) by Kenneth Hite GURPS Lands Out of Time (PDF) by Lizard GURPS Martial Arts: Gladiators (PDF) by Volker Bach and Peter Dell'Orto GURPS Tales of the Solar Patrol (PDF) by Lizard GURPS Thaumatology: Age of Gold (PDF) by Phil Masters GURPS Thaumatology: Alchemical Baroque (PDF) by Phil Masters GURPS Zombies, a post-apocalypse world book first printed December 2013GURPS Zombies: Day One first printed April 2015

Licensed fictional settingsGURPS Casey and Andy (PDF) - A setting inspired by the Casey and Andy webcomic by Andy Weir. GURPS Mars Attacks. Based on Mars Attacks and its adaptations. GURPS Prime Directive GURPS Prime Directive: KlingonsGURPS Prime Directive: RomulansGURPS Traveller: Interstellar Wars Describes 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. Girl Genius Sourcebook and Roleplaying Game, based on the Girl Genius webcomic by Studio FoglioVorkosigan Saga Sourcebook and Roleplaying Game, the sourcebook of Lois McMaster Bujold's Vorkosigan Saga.

Action 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)GURPS Action 5: Dictionary of Danger (PDF)GURPS Action 6: Tricked-Out Rides (PDF)GURPS Action 7: Mercenaries (PDF)GURPS Action 8: Twists (PDF)GURPS Action 9: The City (PDF)

Monster Hunters These handbooks describe how to reduce GURPS Fourth Edition to the essential abilities and rules needed 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)GURPS Monster Hunters 6: Holy Hunters (PDF)GURPS Monster Hunters Power Ups 1 (PDF)GURPS Monster Hunters Encounters 1 (PDF)GURPS Loadouts: Monster Hunters (PDF

Dungeon Fantasy Steve Jackson Games produces two Dungeon Fantasy lines: GURPS Dungeon Fantasy uses the full GURPS system while the Dungeon Fantasy Roleplaying Game Powered by GURPS uses a modified subset of GURPS rules.

Dungeon Fantasy series