Rulebook for players and the GM
IF YOU'RE A PLAYER
If you're a player, these are the only books you'll probably need.
- Basic Set (for 99% of the rules)
- Ultra-Tech (for equipment)
And maybe:
- Power-Ups 2 - Perks (for minor 1 point advantages)
- Power-Ups 3 - Talents (for quick ways of boosting skill levels)
- Power-Ups 6 - Quirks (for minor -1 point disadvantages)
IF YOU'RE A GM
Books not suggested by the genre guide but are probably essential:
From the GURPS Genre Guide
- Basic Set
- GURPS Lite
- How to be a GURPS GM
- Ultra-Tech
- Power-Ups 2 - Perks
- Power-Ups 3 - Talents
- Power-Ups 4 - Enhancements
- Power-Ups 5 - Impulse Buys
- Power-Ups 6 - Quirks
- Power-Ups 7 - Wildcard Skills
- Power-Ups 8 - Limitations
- Power-Ups 9 - Attributes
- Powers
- Gun-Fu
- Tactical Shooting
- Martial Arts
- Thinking Machines (3/37)
- Odds and Ends - Ad-Tech! (3/37)
- High-Tech
Note - PU1 is about imbuements so not relevant.
Recommended books:
- Action 1-7,
- Action 1 - Heroes
- Action 2 - Exploits
- Action 3 - Furious Fists
- Action 4 - Specialists
- Action 5 - Dictionary of Danger
- [Action 6 - Tricked-Out Rides](https://drive.google.com/file/d/1YbTwCaIBZAjRU4InCazTvwEfbVDjyfls/view?usp=sharing](https://drive.google.com/file/d/1YbTwCaIBZAjRU4InCazTvwEfbVDjyfls/view?usp=sharing)
- Action 7 - Mercenaries
- Cyberpunk (3rd Edition)
Suggested books:
Recommended Pyramid articles:
Suggested Pyramid articles:
- Better Living Through Pharmaceuticals (3/24)
- Chrome Commandos (3/55)
- Cutting Edge Armor Design (3/85)
- Cyberme (3/20) - seems to be a setting so probably less relevant?
- Hexopersonality (3/96) - doesn't seem to be as relevant
- Loving the Dead (1/17, BoP2) - a story/adventure module
- Remixing the Rocker (3/85) - very "rock band" themed look at what music etc. is like in the near future
- San Juan in the One-and-Twenty (1/14, BoP2) - an encounter
- Tactical Shooting Tomorrow (3/55),
- The Arrow of Progress (3/96) - bows and arrows in the future
- The Voices in My Head (3/21) - more rules for brain chips (PEP, etc.)
- Training for the Tech (3/85)
- The Perky L33t (3/85) - perks to pair with Console Cowboys, and also guided missile perks for Viper Rounds.
- U-Store-It (1/8, BoP2) - location/setting
Non-GURPS:
Things that may be useful:
https://forums.sjgames.com/showthread.php?t=85061&page=5
This forum post adds commentary (seasong's posts all over the thread on all pages) - including how to build software that may change the hacking rules?
This breaks down gang common features from a real-world standpoint.