Yesterday was GURPS-Day, but I was on a plane, so I missed it. Sorry.

My own book was the crack in the dam. Since then, we’ve seen a bunch of new GURPS releases, in addition to our monthly dose of Pyramid.

So, what’s new?

Well, we’ll start with my own work.

Technical Grappling cranks up the potential resolution for close combat, armed and unarmed. It’s been revised once since publication, and based on a pretty good forum discussion, I think there’s one more thing that probably needs to be done. And no, it’s nothing to do with Bites.

I’ve copied the e23 page for each book, and the cover images are live.

GURPS Martial Arts: Technical Grappling 

An e23 Original!

For GURPS 4th Ed.

Avg. rating (24 votes): 4.5
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Written by Douglas H. Cole
Published by Steve Jackson Games
51-page PDF (1.2 MB)
Stock Number SJG37-1644, $9.99

Master Grappling . . . or Face Defeat!

The canny warrior knows that grappling is fundamental to fighting. Any melee — from a brawl to a swordfight — could suddenly move into the clinch. Some fighters even specialize in such tactics!
This is a hard subject to get a hold on, however; volumes have been written about leverage alone. GURPS Martial Arts: Technical Grappling brings this depth to GURPS. Expansions to the GURPS Basic Set and GURPS Martial Arts rules include:
  • Trained Strength. Discover how technical proficiency complements raw power.
  • Control Points. Transform grappling from an all-or-nothing affair to a matter of degree.
  • Position Revisited. Achieve leverage by jockeying for not only posture, but also facing and orientation.
  • Armed Grappling. Control and entangle your foes with a surprising variety of melee weapons.
  • Combat Options. Narrow your focus with the One Foe option, exploit Committed Attack to force a posture change, pass a limb to trap your opponent, and more.
  • Techniques. More than 30 of them — some new, some modified. Use an Escaping Parry to break a clinch, or Change Position to establish a weight advantage.
  • Fighting Styles. Learn Jacket Wrestling or Shuai Jiao — and distinguish between between bear and lion attacks — with six classic styles plus four specifically for animals.
Whether your campaign features athletes wrestling for prizes and honor, lawmen who must control and disarm suspects, or historical warriors trained to fight to the death, Martial Arts: Technical Grappling will add detail and realism to your battles.
This supplement requires GURPS Martial Arts for GURPS Fourth Edition.
Visit the official web page for more info, resources, product support, and links.
Next, a hugely-awaited release: Ritual Path Magic. This alternate magic system is calculation-intensive, but there are some helper programs out there. Also, it’s awesome. I’ve played in a test-campaign with it, and it’s tons of fun. For additional help, someone went and converted all, or nearly all, of the GURPS Magic spells to RPM for you.
GURPS Thaumatology: Ritual Path Magic 
An e23 Original!

For GURPS 4th Ed.GURPS Monster Hunters and GURPS Thaumatology
Avg. rating (19 votes): 4.5
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Written by Jason Levine
Published by Steve Jackson Games
56-page PDF (2.2 MB)
Stock Number SJG37-1653, $9.99

You Can Do Anything!

Magic is a creative force, and those who can harness its full potential can change the universe. This is the core of GURPS Thaumatology: Ritual Path Magic, a complete, stand-alone, and self-contained magic system forGURPS. Designed to emulate the magic of real-world traditions and popular books, movies, and television shows, this framework permits practitioners to cast improvised spells, elaborate rituals, and everything in between. This supplement empowers you to:
  • Master the traits necessary to become a Ritual Path magician, from specialized advantages to the core and Path skills behind every spell . . . or alter them to fit your campaign needs.
  • Learn how to craft rituals to produce the effect you want with the skills you have, and what can help or hinder you when gathering the energy to make the ritual work.
  • Acquaint yourself with the benefits and pitfalls of various methods for making spell-casting easier, including charms, elixirs, grimoires, places of power, enchanted items, and more.
  • Discover ways to modify the basic system, how to combine it with other magic systems, what awful things happen when you mess up a spell, and exactly what you cannot do with Ritual Path magic.
  • See how the system works with over 80 sample rituals that cover all the major effects the average caster relies on, such as healing, injury, communication, and protection.
With this system, you can augment the arcanists of the GURPS Monster Hunters series (or other modern-day magical myths), wend new ways for wizened wizards, and provide new possibilities to power for any setting. With GURPS Thaumatology: Ritual Path Magic, where there’s a will, there’s a way!
Visit the official web page for more info, resources, product support, and links.
The shambling hordes – or not so shambling – made their appearance in October as well. The first hardcover release in quite a long time. I’ll admit I haven’t dug through this one fully yet. But I will. I got comped on this one, largely I think for making suggestions that didn’t make it in the book.
GURPS Zombies 
An e23 Original!

For GURPS 4th Ed. and GURPS Horror
Avg. rating (21 votes): 5.0
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Written by Sean Punch
Published by Steve Jackson Games
163-page PDF (13.7 MB)
Stock Number SJG31-1004, $19.95

Undead, Infected, or Just Plain Cursed?

So . . . you think you know zombies. Are you sure? You want to be certain about something like chopping off an arm after a crazy person gets bitey, and it would be most unfortunate if you were looking out for the walking dead when a little kid with a fever lunged for your brains. If only there were a guide to all this stuff!
GURPS Zombies aims to please. It goes into detail on all kinds of zombies — undead and living, slow and fast, supernatural and superscience, and more. Its pages include:
  • A rules-free survey of zombies by fictional and folkloric origin, physical and supernatural type, and dramatic role.
  • Systematic guidelines for creating custom zombies to surprise your players.
  • Ready-to-use examples for the zombie-master in a rush: B-movie and fantasy undead, living-but-infected crazies, necromancers’ pets, science experiments gone horribly wrong, surgical constructs gone disturbingly right, and many others.
  • Rules for topics dear to the zombie-lover’s heart: horde management, splatter and contagion, cures, and even inventing new kinds of zombies!
  • Information for those who must confront zombies, including gear recommendations, rules for avoiding infection and simply surviving, and templates for survivors, zombie-hunters, and zombie-makers.
  • Advice on using all this in any genre. Who says zombies are only for horror?
Get ready for the time of your life — or unlife, if need be. Every zombie fan will find something to cackle about here! GURPS players get the bonus of detailed rules and stats to tell them exactly how hosed they’ll be when the zeds turn up on their doorstep.
Visit the official web page for more info, resources, product support, and links.
I helped a bit with the next one, since Michele is a friend of mine. It’s a fictionalized Gothic Cathedral, and can be dropped in to anywhere such an edifice is important. Given the importance of such structures to to social fabric of the times, this is a great piece of work. 
GURPS Locations: St. George’s Cathedral 
An e23 Original!

For GURPS 4th Ed.
Avg. rating (11 votes): 4.5
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Written by Michele Armellini
Published by Steve Jackson Games
32-page PDF (2.0 MB)
Stock Number SJG37-1415, $7.99

A Spire to Godliness

The church: so central to medieval times, it can be difficult to grasp today. Communities poured great resources into monuments built in awe and fear of God. Now perhaps viewed as stone skeletons from a pious past, cathedrals were the most impressive structures of their era . . .
GURPS Locations: St. George’s Cathedral presents a grand example of such an imposing edifice. Though fictitious, it is based on fact and suitable for use in any place and time that can call its Gothic corridors home. Open these pages and you shall:
  • Explore the immense structure from crypt to roof, discovering the artwork, relics, and other contents of each room. Detailed maps (including variants that preserve this site’s secrets) present all of the features mentioned in the descriptions, while GURPS stats spell out the challenges faced by visitors bent on unscrupulous entry.
  • Learn key details about the community that supports the cathedral, including local political problems and prominent people. A map shows the church’s location relative to other significant buildings in its vicinity.
  • Become acquainted with notable priests, lay workers, and other locals who might be found at St. George’s. Discover why the church is often the perfect meeting place.
  • Unearth a dozen adventure ideas involving the cathedral, plus several lenses to customize the locale to different campaign styles and settings – whether as a place of power, a modern-day curiosity, or a despoiled former jewel.
  • Peruse an extensive list of inspirational resources that can provide GM and players alike with more information about church architecture, religion in the Middle Ages, fitting fictional plots, and specific real-world cathedrals.
Lightning flashes, illuminating the silhouettes of the gargoyles perched on the edge; their stony faces betray no emotion as they await your visit to St. George’s Cathedral. Will entry bring your heroes closer to the divine . . . or remind them of their own insignificance amid the endless echoes?
Visit the official web page for more info, resources, product support, and links.
Another one I got to play with early, Yrth Fighting Styles is a great resource not just for Banestorm, but for how to blend martial arts with magic. Each presented style takes a cultural background and reason for existing and builds fightin’ words around them. Even if you’re not playing a Banestorm campaign, it’s a great worked example of how to design styles – and also some nice examples of non-styles.
GURPS Martial Arts: Yrth Fighting Styles 
An e23 Original!

For GURPS 4th Ed.
Avg. rating (7 votes): 5.0
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Written by David T Moore
Published by Steve Jackson Games
38-page PDF (1.4 MB)
Stock Number SJG37-1681, $7.99

Become the Best Martial Artist on Yrth!

GURPS Martial Arts looks at hand-to-hand combat of all kinds, with an emphasis on what’s feasible on our Earthly orb. But what can fighters do in a world where “fantasy” is reality? GURPS Martial Arts: Yrth Fighting Stylesexplores the violent possibilities in the GURPS Banestorm setting . . . and offers many options that can enhance the combatants of your own fantasy realms.
  • Discover more than a dozen armed and unarmed fighting styles specific to Yrth, and use the included lenses to focus suitable Martial Arts styles into Yrth-based ones.
  • Find out how existing advantages, disadvantages, and skills work in a fantasy world, and augment your heroes with new perks, techniques, specialties, and variants.
  • Fight like an animal (literally!) using expanded rules that cover everything from sharks to giraffes — or exploit guidelines that let you take the action underwater.
  • Depart from the traditional! Power up styles with Imbuement Skills from GURPS Power-Ups 1: Imbuements . . . or use the included werewolf template and related abilities to bring out your inner beast.
  • Live as a knight, legionary, mercenary, dwarf, or dark elf, thanks to insight into daily routines and suggestions for suitable character templates (including two new ones).
  • Learn the martial history of Yrth’s civilizations — not only human, but also dwarven, elven, many others — and read about the great warriors who influenced that world’s fighting styles.
Whether you’re seeking new options for fantasy adventurers, more details to enliven your elves, or fitting threats for Yrth’s mightiest heroes, you’ll find it in Martial Arts: Yrth Fighting Styles. The fields, forests, and seas are more dangerous than ever. Give your champions a fighting chance!
Visit the official web page for more info, resources, product support, and links.
And finally, yesterday’s release is yet another supplement/variation on a theme presented in Thaumatology, showing off the toolkit nature of GURPS. I haven’t purchased this one yet; it’s not immediately my cup of tea, but I’m something of a completist so I’m sure I’ll get it eventually!
GURPS Thaumatology: Chinese Elemental Powers 
An e23 Original!

For GURPS 4th Ed. and GURPS Thaumatology
Avg. rating (2 votes): 5.0
Written by William H. Stoddard
Published by Steve Jackson Games
42-page PDF (1.3 MB)
Stock Number SJG37-1654, $7.99

Wield the Might of the Five Elements!

The Chinese view of the elements (xing) is rich and nuanced, with cycles of creation and destruction: earth refines into metal, smothers fire, is covered by wood, and absorbs water. These interactions are as flavorful as they are balanced — perfect for a magic system! GURPS Thaumatology: Chinese Elemental Powers blends the concepts of qi (chi) and magic, empowering elementalists with gifts that truly capture the feel of xing mastery. With it, you’ll be able to:
  • Master more than 60 fully worked abilities — and 20 new perks! — spread across the five elements, from the literal (summoning water as fog) to the metaphorical (using water chi to target the heart’s fire).
  • Combine Talent, Meditation skill, and the new Focus technique to push your elemental abilities beyond their limits and use them in powerful ways.
  • Supplement cinematic martial-arts skills with peaceful but equally fantastic feats of Alchemy, Erotic Art, Esoteric Medicine, Fortune-Telling, and Herb Lore.
  • Use the expanded advantages, disadvantages, and skills to build the magician you want — or just adapt the sample elementalist, Wang Laowu.
  • Learn how the concepts of xingqi, and yin and yang permeate Chinese culture, and then use that understanding to work this magic into your campaign.
Whether you’re playing mystical wu and brave xia in ancient China, modern martial artists locked in a secret street war, or classic fantasy dungeon delvers questing after a unique power-up, GURPS Thaumatology: Chinese Elemental Powers puts the power of the elements in your hands!
Visit the official web page for more info, resources, product support, and links.

2 thoughts on “Recent GURPS Releases

    1. Sorry for the delay in acknowleding your comment. Somehow the comments all went to the spam folder. Grr.

      If you have styles to contribute, you should write 'em up for Pyramid. If you need help, contact Christopher Rice (Ghostdancer on the forums) and join the mentoring group.

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