


GURPS Third Edition
Series · 14
books · 1656-2003
Books in series

#15
GURPS Best Of Pyramid 2
2002
Pyramid Magazine has been bringing you the best in gaming since 1993. Here's a second volume of the best of Pyramid's GURPS coverage, all in one convenient place.
GURPS Best of Pyramid 2 includes the "Unlimited Mana" variant rules, The Hole - one of the most requested articles ever, straight from Pyramid Issue #1 - plus the complete run of Terra Incognita and Warehouse 23 features from the paper edition, and lots more!

#25
GURPS China
Magic and Adventure in the Empire of the Dragon
1991
Book by

#28
GURPS Covert Ops
1656
Adventure In The Shadows . . .
Assassins, saboteurs, and terrorists have been with us all through history. Sometimes their deeds have changed the course of empires. If you want to change history – or stop those who would – then GURPS Covert Ops is the book you're looking for.
GURPS Covert Ops features:
\- A comprehensive catalog of the tools of the trade, from guns and bombs to disguises and forged documents.
\- A guide to defenses and countermeasures that operatives will have to defeat to accomplish their mission.
\- Covert operations for historical, science-fiction, and fantasy settings.
\- Templates for agents in any setting, from the street-corner thug to the secretive poisoner, from the mercenary to the religious fanatic.
\- Profiles of organizations that can be used as sponsors . . . or adversaries.
GURPS Covert Ops can be used in any roleplaying game that involves assassins, saboteurs, or terrorists, either as the heroes – or the enemy.
Come play in the shadows . . .

#55
GURPS Ice Age
Roleplaying In the Prehistoric World
1989
You're in the Ice Age, where mankind battles for survival. The weather is harsh. Gigantic beasts, and your own savage cousins, surround you on every side. You have no Uzis or bulletproof vests, no automobiles, no penicillin, not even as much as a match (or a Fire spell). You have only your wits and the weapons you can make by hand.
Can you survive?
Included in this GURPS worldbook are:
\* An overview of the Pleistocene Epoch, the dawn of mankind.
\* Detailed information on seven hominid races – Australopithecus gracilis, Australopithecus robustus, Homo habilis, Homo erectus, archaic Homo sapiens, Neanderthal man, and Cro-Magnon man.
\* Character creation and roleplaying for all races, including new advantages, disadvantages and skills.
\* A system of primitive magic – Shamanism – with its own spells.
\* A bestiary of Ice Age animals – including dinosaurs, for a "Lost World" adventure.
\* A complete adventure pitting Neanderthal tribesfolk against Cro-Magnon invaders.
Ice Age can be used in many ways, for many types of campaigns:
\* A full background for a realistic or romanticized prehistoric campaign.
\* A guide for primitive tribes in a post-holocaust campaign.
\* A sourcebook for a lost realm in a pulp or adventure campaign.
\* A "primitive" world for an outer-space adventure.
\* Or, for a change of pace, try cave man slapstick, with dinosaurs, giant bugs, big clubs, and ancient astronauts!

#70
GURPS Martial Arts
Exotic Combat Systems from All Cultures
1991
Excellent Book

#71
GURPS Martial Arts Adventures
Hard-Hitting Scenarios for GURPS Martial Arts
1992

#76
GURPS Myth
1999

#87
GURPS Riverworld
Roleplaying in Philip Jose Farmer's Riverworld
1990
"Welcome to the Riverworld, where everyone who has ever lived is reborn, from primitive cave-dwellers to astronauts . . . all on the banks of a mighty river millions of miles long. At the end of that river lies the ultimate secret of the universe—and the key to human immortality! The grand vision of Philip José Farmer's Riverworld series is brought to life in GURPS Riverworld. Your character can be anyone who has ever walked the Earth—play famous historical figures, or even yourself! Meet people from all across history . . . re-create technology . . . form nations . . . build riverboats and airships . . . journey to the Polar Sea and the Dark Tower of the Ethicals! Here is some of what you'll find in the 128 pages of GURPS \ A complete history and overview of the Riverworld, covering the land, technology and inhabitants of the planet, including a complete chronology based on the five Riverworld novels. \ Rules for creating three types of Riverworld characters—original PCs from any time period, famous historical characters, and Riverworld versions of yourself and your friends. \ GURPS statistics for major characters of the Sir Richard Francis Burton, Sam Clemens, Alice Hargreaves, the alien Monat, and many others. \ A detailed and comprehensive system for constructing high-tech riverboats, airplanes and airships, and rules for air and river combat. \ Background information on the Ethicals, the wathans, the Dark Tower and the Computer. \ Guidelines for running a GURPS Riverworld campaign, including Ethical player characters. \* "Resurrection Day," an introductory adventure that can be used to start any campaign."

#104
GURPS Swat
2003
From small-town crisis units to the FBI's Hostage Rescue Team, from the urban sprawl of Berlin to the mountainous wilds of Idaho, GURPS SWAT covers the dangerous world of tactical police operations. Serve a warrant on a meth lab, protect a judge whose life is threatened, rescue hostages from international terrorists, or take down a barricaded suspect before he kills again! Establish perimeters and begin hostage negotiations. Perform a stealth entry if you can, or blow down the door in a swift dynamic assault!
GURPS SWAT provides:
A look into the formation of tactical teams, including the original LAPD SWAT.
Details on SWAT around the world, including major United States cities, federal teams, and tactical teams.
An overview of SWAT operations, from high-risk warrant service to hostage rescue.
A look at the weapons and equipment of the modern-day SWAT team.
Tips for running realistic or cinematic SWAT, Cops, or crossover campaigns.
The lives of innocent hostages are at stake. Do you have what it takes to be the best of the best? Put on your armor, grab your weapon, and find out . . .

#107
GURPS Timeline
From the Big Bang to the Bombing of Baghdad
1993

#128
GURPS Uplift
A Universe of Wolfling Terrans vs. Scheming Galactics
1990

#130
GURPS Vampire
The Masquerade
1995
\— Based on the top-selling "World of Darkness" games from White Wolf.
\— Vampire roleplaying is perhaps the most popular new genre

#133
GURPS Vehicle Lite
2002
Gurps Vehicles Lite is a streamlined version of Gurps Vehicles, packed with new design tips and shortcuts to make vehicle design faster and easier than before! Create cars, cycles, trucks, helicopters, and armored fighting vehicles—everything from racing bikes to battle tanks.

#139
GURPS War Against the Chtorr
1993
Authors

C.J. Carella
Author · 37 books
C.J. discovered his obsession with making up crap and writing it down at the age of 6, when he wrote his first short story, back in the days when the Cold War was still on and the only mobile devices were the wrist watch and the walkie-talkie. He's been making up crap and writing it down for fun and profit ever since.