GURPS – Generic Universal RolePlaying System GURPS – Generic Universal RolePlaying System

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With so many supplements already available for the first three editions of GURPS, there's lots of support material available to jump-start your game. The following books are still available and easy to use with GURPS Fourth Edition. The descriptive material, of course, is usable as is. Rules adaptation will be minor . . . e.g., recalculating point totals and changing the names of some abilities.


"Sourcebook" supplements are not associated with particular game worlds. They provide support material that the GM can mix and match in almost any campaign.

  • Atlantis. The Great Lost City in fact and fiction.
  • Atomic Horror. B-movie "reality" of the 1950s: commie spies, giant ants, and bug-eyed aliens.
  • Best of Pyramid 1 and Best of Pyramid 2. Digests of selected GURPS articles from SJ Games' Pyramid magazine.
  • Cliffhangers. Two-fisted heroism in the spirit of 1920s and '30s pulp fiction.
  • Covert Ops. Secret wars – whether they involve commandos, criminals, spies, or terrorists.
  • Horror. Terrifying tales, supernatural suspense, and gory splatter.
  • Ice Age. Mankind battles for survival in the Pleistocene Epoch.
  • Illuminati. How to run a conspiracy campaign: high weirdness, Men in Black, and Secret Masters.
  • Magic Items 1, Magic Items 2, and Magic Items 3. Treasuries of magical artifacts.
  • Special Ops. Hard-core military action involving elite troops.
  • Steampunk. Historical science fiction in the spirit of Verne and Wells, with steam-powered difference engines and giant airships.
  • Swashbucklers. Romantic adventure from Elizabeth I to Napoleon. For more details on the French Revolution, check out Scarlet Pimpernel.
  • Warehouse 23. Warehouse of weird items, from UFOs to the Spear of Destiny.


A "worldbook" presents one particular game world in detail. It gives extensive advice on how to run a campaign there, recommends suitable characters, and includes rules for setting-specific abilities, artifacts, creatures, and so on.

Players of Infinite Worlds, GURPS Fourth Edition's official setting, will find these books extremely valuable. The historical worldbooks can be used as guides to "echo" timelines, and the others provide more-fantastic parallel worlds.

  • Age of Napoleon. The world, especially Europe, during the life and times of Napoleon Bonaparte (1769-1821).
  • Alternate Earths 2. Sampler of "what if" worlds, split off from Earth's actual timeline. Highly recommended for Infinite Worlds games.
  • Arabian Nights. The Islamic Middle East of the seventh through 13th centuries.
  • Aztecs. The New World saw one of the strangest and most powerful empires in history, only to have it destroyed by a few hundred Spainish invaders.
  • Cabal. Horror-conspiracy setting in which the Earth – in fact, the entire universe – is controlled by a secret alliance of powerful wizards and demigods.
  • Camelot. Arthur, Merlin, Excalibur, and the Knights of the Round Table.
  • China. 5,000 years of adventuring possibilities.
  • Egypt. Ancient Egypt, from prehistory to the end of the Ptolemaic Period (30 B.C.).
  • Fantasy II. A chaotic campaign world by Robin Laws.
  • Goblins. Twisted, humorous version of Georgian England populated by deformed (and mostly insane) goblins.
  • Greece. The Heroic Age (1600 B.C.-1150 B.C.) and Classical Age (800 B.C.-323 B.C.) of ancient Greece.
  • Imperial Rome. Rome during the Republic (509 B.C.-28 B.C.) and Empire (27 B.C.-476 A.D.).
  • In Nomine. Adaptation of SJ Games' In Nomine RPG. The PCs are angels and demons involved in the struggle between Heaven and Hell.
  • IOU. Anything goes at Illuminati University, as long as it's weird. The only entrance requirement is your sense of humor!
  • Mars. The planet Mars, in reality and as it appears in speculative fiction.
  • Middle Ages 1. England, 410-1485: the end of Roman rule to the death of Richard III.
  • Transhuman Space. Optimistic future history where biotechnology, cybernetics, and nanotechnology redefine "human" and make it possible to colonize the solar system. Ten supplements flesh out the setting; all but Personnel Files and Spacecraft of the Solar System should be usable in GURPS Fourth Edition with very little trouble.
  • Vikings. Scandinavia during the "Viking Age" of the eighth through 11th centuries.
  • WWII. A detailed and self-contained World War II game setting. Has several supplements which cover the nations, technology, and militaries of WWII; of special note for Infinite Worlds games is Weird War II.
  • Y2K. An anthology of late 20th-century fatalism by noted GURPS authors.


These worldbooks are based on popular books, films, or other games. They can be used for standalone GURPS campaigns, for Infinite Worlds crossovers, or as source material for fans of the original property.

  • Alpha Centauri. Adaptation of Sid Meier's Alpha Centauri, a computer game from Electronic Arts Inc. "Transhuman" science fiction set on an alien world.
  • Blue Planet. Futuristic adventure on an alien water world. Adapted from the Fantasy Flight Games RPG.
  • Bunnies & Burrows. Rabbits match wits with a world larger than themselves.
  • Castle Falkenstein. A world of steampunk and sorcery. Adapted from the R. Talsorian Games RPG. Supported by a supplement on the Near East, Castle Falkenstein: The Ottoman Empire. Easily usable with Infinite Worlds.
  • Discworld Roleplaying Game. Based on the humorous fantasy of Terry Pratchett. Supported by Discworld Also.
  • Hellboy Sourcebook and Roleplaying Game. Based on Mike Mignola's Hellboy comics. Defend the Earth from paranormal threats and evil Nazis! Prime material for an Infinite Worlds game.
  • Traveller. The GURPS version of the classic Game Designers' Workshop RPG. Space adventure at its finest! There are dozens of supplements.
  • GURPS Traveller: Interstellar Wars includes GURPS Fourth Edition rules for the Traveller setting.
  • Lensman. Space opera on a galactic scale, set in the starkly astounding world of E.E. "Doc" Smith's Lensman novels.
  • Myth. High-powered fantasy in a world of never-ending conflict. Adapted from the Myth and Myth II computer games, from Bungie Software Products Corporation.
  • New Sun. Dark fantasy . . . in a futuristic world. Based on the award-winning novels of Gene Wolfe.
  • Planet of Adventure. Based on the works of Jack Vance. Classic science-fiction adventure on the planet Tschai.
  • Uplift. Far-future space adventure in the universe of David Brin's Uplift series.

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