| Title |
Page Count |
Required Reading |
| Action (Series) |
12, 21, 30 |
GURPS Basic Set and the GURPS Action series to date. |
| Adventures (Series) |
12, 21, 30 |
GURPS Basic Set and any GURPS supplement essential to the adventure's genre or setting. |
| After the End (Series) |
12, 21, 30 |
GURPS Basic Set and the GURPS After the End series to date. |
| Aliens (Series) |
12, 21 |
GURPS Basic Set and GURPS Aliens: Sparrials, plus GURPS Aliens, GURPS Black Ops, GURPS Horror, and so on for races adapted from existing works. New gear must be compatible with GURPS Ultra-Tech; spacecraft, with the GURPS Spaceships series. |
| Boardroom and Curia (Series) |
12, 21 |
GURPS Basic Set, GURPS Boardroom and Curia, and either GURPS Boardroom and Curia: The Sospital Group or GURPS Boardroom and Curia: Tomorrow Rides. |
| Disasters (Series) |
12, 21 |
GURPS Basic Set; either GURPS Disasters: Hurricane or GURPS Disasters: Meltdown and Fallout; and any GURPS supplement essential to the specific disaster. |
| Dungeon Fantasy (Series) |
12, 21, 30 |
GURPS Basic Set and the GURPS Dungeon Fantasy series to date, plus GURPS Magic if covering spellcasters or GURPS Powers for new archetypes with powers. |
| Encounters (Series) |
12, 21 |
GURPS Basic Set, at least one worked example from the GURPS Encounters series to date, and any GURPS supplement essential to the encounter's genre or setting. |
| Fantasy Folk (Series) |
12, 21 |
GURPS Basic Set; one of the existing GURPS Fantasy Folk volumes (Elves, Goblins and Hobgoblins, Kobolds, The Reptilian Races, or Winged Folk); plus GURPS Banestorm for Yrth races and/or GURPS Fantasy Folk for races adapted from Third Edition. New spells must be consistent with GURPS Magic; new fighting styles and weapons, with GURPS Martial Arts; and new powers, with GURPS Powers. |
| Fantasy-Tech (Series) |
12, 21, 30 |
GURPS Basic Set and GURPS Low-Tech, plus at least one worked example from the GURPS Fantasy-Tech series to date.
|
| High-Tech (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS High-Tech, and GURPS High-Tech: Electricity and Electronics. |
| Hot Spots (Series) |
12, 21, 30 |
GURPS Basic Set, plus at least one worked example from the GURPS Hot Spots series to date. |
| How to Be a GURPS GM (Series) |
12, 21, 30 |
GURPS Basic Set, How to Be a GURPS GM, at least one worked example from the How to Be a GURPS GM series to date, and any supplement(s) covered. |
| Infinite Worlds (Series) |
12, 21, 30 |
GURPS Basic Set and GURPS Infinite Worlds. |
| Loadouts (Series) |
12, 21, 30 |
GURPS Basic Set, at least one worked example from the GURPS Loadouts series to date; and whichever of GURPS Low-Tech, GURPS High-Tech, or GURPS Ultra-Tech is appropriate to the tech level. |
| Locations (Series) |
12, 21, 30 |
GURPS Basic Set, plus at least one worked example from the GURPS Locations series to date. |
| Low-Tech (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS Low-Tech, GURPS Low-Tech Companion 1, GURPS Low-Tech Companion 2, and GURPS Low-Tech Companion 3. |
| Magic (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS Magic, and either GURPS Magic: Plant Spells or one of GURPS Magic: Artillery Spells, GURPS Magic: Death Spells, or GURPS Magic: The Least of Spells. |
| Magical Styles (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS Magic, GURPS Thaumatology: Magical Styles, and at least one of GURPS Magical Styles: Dungeon Magic, GURPS Magical Styles: Horror Magic, or GURPS Magical Styles: Traditional Styles. |
| Martial Arts (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS Martial Arts, and at least one of the releases in the GURPS Martial Arts series to date. |
| Monster Hunters (Series) |
12, 21, 30 |
GURPS Basic Set and the GURPS Monster Hunters series to date. |
| Social Engineering (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS Social Engineering, plus one of GURPS Social Engineering: Back to School, GURPS Social Engineering: Keeping in Contact, or GURPS Social Engineering: Pulling Rank. |
| Sorcery (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS Magic, GURPS Powers, GURPS Thaumatology: Sorcery, and either GURPS Sorcery: Protection and Warning Spells or GURPS Sorcery: Sound Spells. |
| Spaceships (Series) |
12, 21, 30 |
GURPS Basic Set and the GURPS Spaceships series to date. |
| Supporting Cast (Series) |
12, 21, 30 |
GURPS Basic Set, GURPS Supporting Cast: Age of Sail Pirate Crew, plus any GURPS supplement needed for NPC equipment or special abilities. |
| Thaumatology (Series) |
12, 21, 30 |
GURPS Basic Set and GURPS Thaumatology – plus GURPS Magic if the supplement covers spell-based magic, GURPS Powers if it covers innate abilities, and any existing GURPS Thaumatology-series item it is intended to support. |
| Vehicles (Series) |
12, 21, 30 |
GURPS Basic Set; one of GURPS Vehicles: Steampunk Conveyances, GURPS Vehicles: Transports of Fantasy, or GURPS Vehicles: War Galleys; and whichever of GURPS Low-Tech, GURPS High-Tech, or GURPS Ultra-Tech is appropriate. |
| Who's Who (Series) |
12, 21 |
GURPS Basic Set, GURPS Who's Who 1, and GURPS Who's Who 2. |