| Introduction | 5 |
| About the Authors | 6 |
| What Is Roleplaying? | 7 |
| Mini-Glossary | 7 |
| Materials Needed for Play | 8 |
| Quick Start | 8 |
| Metric Conversions | 9 |
| 1 | Creating a Character | 10 |
| Character Points | 10 |
| Character Concept | 11 |
| How GURPS Works: Realism and Game Balance | 11 |
| Character Types | 12 |
| Example of Character Creation: Dai Blackthorn | 12 |
| Character Creation Checklist | 13 |
| Sample Character Sheet | 13 |
| Things Not Shown on the Character Sheets | 13 |
| Basic Attributes | 14 |
| How to Select Basic Attributes | 14 |
| Handedness | 14 |
| How GURPS Works: IQ, Sentience, and Sapience | 15 |
| Secondary Characteristics | 15 |
| Damage Table | 16 |
| Machines and Fatigue | 16 |
| Basic Lift and Encumbrance Table | 17 |
| Example of Character Creation (cont'd) | 18 |
| Build | 18 |
| Size Modifier (SM) | 19 |
| How GURPS Works: ST, Mass, and Move | 19 |
| Shopping for the Big, Tall, Thin, and Small | 20 |
| Age and Beauty | 20 |
| Age | 20 |
| Physical Appearance | 21 |
| Other Physical Features | 21 |
| Example of Character Creation (cont'd) | 22 |
| Social Background | 22 |
| Technology Level (TL) | 22 |
| Culture | 23 |
| Language | 23 |
| Sapience and Language | 23 |
| Accents | 24 |
| Broken to Broken | 24 |
| Example of Character Creation (cont'd) | 25 |
| Wealth and Influence | 25 |
| Wealth | 25 |
| Starting Wealth | 26 |
| Reputation | 26 |
| Tech Level and Starting Wealth | 27 |
| Importance | 28 |
| Classless Meritocracies | 28 |
| Special Rules for Rank | 29 |
| Example of Character Creation (cont'd) | 30 |
| Privilege | 30 |
| Social Restraints | 30 |
| Friends and Foes | 31 |
| Associated NPCs | 31 |
| Contacts | 31 |
| Identities | 31 |
| Alternate Identity vs. Secret Identity | 31 |
| 2 | Advantages | 32 |
| Types of Advantages | 32 |
| Advantage Origins | 33 |
| Potential Advantages | 33 |
| What's Allowed | 34 |
| Turning Advantages Off and On | 34 |
| Advantage List | 34 |
| Frequency of Appearance | 36 |
| Limited Defenses | 46 |
| Alternative Attacks | 61 |
| Perks | 100 |
| Modifiers | 101 |
| Enhancements | 102 |
| Attack Enhancements and Limitations | 102 |
| Turning Enhancements Off and On | 102 |
| Limitations | 110 |
| Optional Rule: Limited Enhancements | 111 |
| Examples of Modified Attacks | 114 |
| Gadget Limitations | 116 |
| Example of Character Creation (cont'd) | 116 |
| New Advantages | 117 |
| Modifying Existing Advantages | 117 |
| Designing Entirely New Advantages | 118 |
| 3 | Disadvantages | 119 |
| Disadvantages for Heroes | 119 |
| Restrictions on Disadvantages | 120 |
| Types of Disadvantages | 120 |
| Secret Disadvantages | 120 |
| Self-Control for Mental Disadvantages | 120 |
| Self-Imposed Mental Disadvantages | 121 |
| "Buying Off" Disadvantages | 121 |
| Disadvantage List | 122 |
| Example of Character Creation (cont'd) | 162 |
| Quirks | 162 |
| Mental Quirks | 162 |
| Example of Character Creation (cont'd) | 164 |
| Physical Quirks | 165 |
| New Disadvantages | 165 |
| Modifying Existing Disadvantages | 165 |
| Brand-New Problems | 166 |
| 4 | Skills | 167 |
| Controlling Attribute | 167 |
| Choosing Your Beginning Skills | 167 |
| Difficulty Level | 168 |
| Technological Skills | 168 |
| Tech-Level Modifiers | 168 |
| Prerequisites | 169 |
| Specialties | 169 |
| Grouped Skills | 169 |
| Familiarity | 169 |
| Buying Skills | 170 |
| Skill Notation | 170 |
| Improving Your Skills | 170 |
| Skill Cost Table | 170 |
| Meaning of Skill Levels | 171 |
| Probability of Success | 171 |
| Relative Skill Level | 171 |
| Choosing Your Skill Levels | 172 |
| Skill Defaults: Using Skills You Don't Know | 173 |
| Skill List | 174 |
| Optional Rule: Wildcard Skills | 175 |
| Geographical and Temporal Scope | 176 |
| Planet Types | 180 |
| Physiology Modifiers | 181 |
| Skills for Design, Repair, and Use | 190 |
| Example of Character Creation (concluded) | 227 |
| Techniques | 229 |
| Creating Techniques | 229 |
| Buying and Improving Techniques | 230 |
| Technique Cost Table | 230 |
| Using Techniques | 230 |
| Sample Combat Techniques | 230 |
| Double Defaults and Techniques | 232 |
| Sample Noncombat Techniques | 232 |
| 5 | Magic | 234 |
| Glossary of Magical Terms | 234 |
| Learning Magic | 235 |
| Prerequistes | 235 |
| Mana | 235 |
| Casting Spells | 235 |
| Distraction and Injury | 236 |
| Caster and Subject | 236 |
| Time Required | 236 |
| Energy Cost | 236 |
| Critical Spell Failure Table | 236 |
| Magic Rituals | 237 |
| Limits on Effect | 237 |
| Duration of Spells and Maintaining Spells | 237 |
| Canceling Spells | 237 |
| Casting Spells While Maintaining Other Spells | 238 |
| Ceremonial Magic | 238 |
| Different Kinds of Magic | 239 |
| Colleges of Magic | 239 |
| Spell Classes | 239 |
| Area Spells on a Battle Map | 239 |
| Magic Staffs | 240 |
| Dissipating Held Melee and Missile Spells | 241 |
| Long-Distance Modifiers | 241 |
| Alternative Magic Systems | 242 |
| Spell List | 242 |
| Air Spells | 242 |
| Body Control Spells | 244 |
| Communication and Empathy Spells | 245 |
| Earth Spells | 245 |
| Enchantment Spells | 246 |
| Fire Spells | 246 |
| Gate Spells | 247 |
| Healing Spells | 248 |
| Knowledge Spells | 249 |
| Light and Darkness Spells | 249 |
| Meta-Spells | 250 |
| Mind Control Spells | 250 |
| Movement Spells | 251 |
| Necromantic Spells | 251 |
| Protection and Warning Spells | 252 |
| Water Spells | 253 |
| 6 | Psionics | 254 |
| Glossary of Psi Terminology | 254 |
| Powers, Talents, and Abilities | 254 |
| Pside Effects | 255 |
| Gaining New Psi Abilities | 255 |
| Using Psi Abilities | 255 |
| Psionic Powers | 255 |
| Antipsi | 255 |
| ESP | 255 |
| Psychic Healing | 256 |
| Psychokinesis (PK) | 256 |
| Psionics and Magic | 256 |
| Telepathy | 257 |
| Teleportation | 257 |
| Examples of Psionic Powers | 257 |
| Other Powers | 257 |
| 7 | Templates | 258 |
| Character Templates | 258 |
| How to Use Character Templates | 258 |
| Are Character Templates "Character Classes"? | 259 |
| Sample Character Templates | 259 |
| Uniqueness | 259 |
| Racial Templates | 260 |
| How to Use Racial Templates | 261 |
| Sample Racial Templates | 261 |
| Omitting Racial Traits | 262 |
| Meta-Traits | 262 |
| 8 | Equipment | 264 |
| Money | 264 |
| Cost of Living | 265 |
| Cost of Living Table | 265 |
| What Cost of Living Gets You: A Modern Example | 266 |
| Buying Equipment | 266 |
| Legality Class | 267 |
| Weapons | 267 |
| Choosing Your Weapons | 267 |
| Weapon Statistics | 268 |
| Glossary of Arms and Armor | 268 |
| Optional Rule: Modifying Dice + Adds | 269 |
| Melee Weapons | 271 |
| Silver Weapons | 275 |
| Muscle-Powered Ranged Weapons | 275 |
| Bodkin Points | 277 |
| Hand Grenades and Incendiaries | 277 |
| Firearms | 278 |
| "Smartgun" Electronics | 278 |
| Optional Rule: Malfunction | 279 |
| Heavy Weapons | 281 |
| Armor | 282 |
| Armor Tables | 282 |
| Wearing Armor | 286 |
| Shields | 287 |
| Carrying Weapons and Other Gear | 287 |
| Miscellaneous Equipment | 288 |
| 9 | Character Development | 290 |
| Improvement Through Adventure | 290 |
| Traits Gained in Play | 291 |
| Money | 291 |
| Quick Learning Under Pressure | 292 |
| Improvement Through Study | 292 |
| Jobs | 292 |
| Finding a Teacher | 293 |
| Optional Rule: Maintaining Skills | 294 |
| Learnable Advantages | 294 |
| Transformations | 294 |
| Body Modification | 294 |
| Mind Transfer | 296 |
| Supernatural Afflictions | 296 |
| Death | 296 |
| Trait Lists | 297 |
| Advantages | 297 |
| Disadvantages | 299 |
| Modifiers | 300 |
| Skills | 301 |
| Techniques | 304 |
| Spells | 304 |
| Iconic Characters | 307 |
| Combat Lite | 324 |
| Combat Turn Sequence | 324 |
| Maneuvers | 324 |
| Ranged Attacks | 326 |
| Attacking | 326 |
| Defending | 326 |
| Damage and Injury | 327 |
| Recovery | 328 |
| Fatigue | 328 |
| Index | 329 |
| Character Sheet | 335 |