The GURPS Guide

GURPS, the Generic Universal RolePlaying System, uses one set of rules for any genre: a medieval knight, a space marine, a Victorian detective or a modern spy. This 12-part guide to the 4th Edition takes you from your first 3d6 roll to building characters point by point and running whole campaigns, or playing on your own.

GURPS at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Roll 3d6, Low Is Good

Roll three six-sided dice. If the total is at or under your effective skill, you succeed. 3–4 is always a critical success; 18 is always a critical failure.

Four Attributes

ST, DX, IQ and HT start at 10. ST and HT cost 10 points per level; DX and IQ cost 20, because so much depends on them.

Points, Not Classes

Buy exactly the character you want: attributes, advantages and skills cost points; disadvantages (usually up to about −50) and up to five quirks give some back.

Universal Toolkit

The same core rules cover every genre and Tech Level, from TL0 stone tools to TL12 super-science. Add only the optional rules your game needs.

The 13 Parts

Read in order for the full picture, or jump to what you need.

Learn the Game

Characters & Inspiration

Rules in Play

Run the Game