The Unofficial Reference

GURPS

Generic Universal Roleplaying System
◆ ◆ ◆

A chapter-by-chapter guide to the GURPS Basic Set — rewritten for clarity, with worked examples and the math explained.

Browse by book and chapter

Book One

Characters

Introduction
Introduction
What GURPS is, how to use this book, and the core philosophy behind the system.
Chapter 1
Creating a Character
Building a character from the ground up — concept, point budget, attributes, and the full character sheet.
Chapter 2
Advantages
Innate abilities and positive traits that set your character apart, each with a point cost.
Chapter 3
Disadvantages
Flaws, limitations, and negative traits that define character and return points to spend elsewhere.
Chapter 4
Skills
How skills work, what they cost, defaults, tech levels, specialties, and a full probability breakdown.
Chapter 5
Magic
The GURPS magic system — spells as skills, mana, casting rolls, and the structure of magical colleges.
Chapter 6
Psionics
Mental powers, psychic abilities, psi skills, and how they interact with the core rules.
Chapter 7
Templates
Pre-built character packages — racial templates, professional lenses, and how to apply them.
Chapter 8
Equipment
Weapons, armor, gear, and everything your character carries — stats, costs, and how it all works.
Chapter 9
Character Development
Spending earned points, improving attributes and skills, and evolving your character over a campaign.
Chapter 10
Trait List
A searchable quick-reference index of every advantage, disadvantage, and skill — with costs, categories, and page numbers.