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Warehouse 23 Wish List for GURPS

Updated November 3, 2022

Are you a writer who's familiar with GURPS Fourth Edition? Interested in creating GURPS items of short to medium length (12, 21, 30, or 48 pages) for digital publication? Confident that, handed the seed of an idea, you could grow it into a quality product on a deadline? If you answered "yes" to all three questions, you're the kind of person we're counting on to help us meet our commitment to support GURPS on Warehouse 23. Read on . . .

The wish list below describes product ideas that have passed the first hurdle – namely, we're interested – and for which we're seeking proposals. That doesn't mean we'll accept the first pitch we get. We might act immediately if we really like what we see . . . or we might hold out for several offers and then pick the best one. All we're promising is that we'll read and seriously evaluate your proposal. If it looks good, we may have something to talk about!

There are four steps to the proposal process:

  1. Read our guidelines. Become familiar with our style and formatting rules before contacting us. Important guidelines include:

  2. Choose a project. Select a project from the wish list and read all the specifications. Those specs will at a minimum consist of a working title, a capsule description, a page count, and a required reading list. They might also include a list of sample titles for a series (choose one), a preapproved outline (we'll cut published GURPS authors some slack on this), and a list of electronic texts we'll provide if we contract you.

    If your idea isn't on the wish list, we're only going to consider it if you're a published GURPS author. Experience has its privileges.

  3. Send us a query letter. Once you know what you want to write and how we want it written, send a short, informal letter to editor@sjgames.com and tell us about it. This isn't a formal proposal and shouldn't include detailed outlines or writing samples. It should be well-written, though; if you can't write a letter, we aren't going to risk contracting you to create an entire product. Contents must include:

    • The name of the item you want to write.
    • A concise synopsis (a few paragraphs) of how you would approach the project, especially any alterations you would make.
    • If the project requires research, a list of the key sources you would use. If it aims to bring specialized knowledge to gamers, a brief summary of your qualifications in that area.
    • A list of applicable, professionally published works you've written (not blogs, vanity publications, and so on – sorry).

    You will get a reply, but as editors are busy people (all those deadlines . . .), that may take time. If a month passes without a reply, by all means follow up your query with a "nudge note." Please don't nudge us repeatedly, though, or after only a week or two. Thank you!

    If we accept your query, then proceed to the final step, bearing in mind any advice or requests in our reply.

  4. Send us a formal proposal. If we're interested in your query, you may have a shot at writing for us! We'll need some more information to help us decide. Please write to the editor who contacted you with:

    • A cover letter reiterating your query and indicating that you've received and addressed the editor's comments.
    • An outline summarizing the work's contents by chapter, section, and subsection. Indicate if there will be vignettes at the start of each chapter. The same goes for important maps or diagrams. The editor may provide a template outline for you to use; if so, you must use it and you must fill it in according to any instructions included with it. In all cases, provide an estimated page count for each chapter.
    • If you have never written for SJ Games: A writing sample that runs to about one page (850 words) in length, consisting of text representative of the proposed work.
    • If you intend to reuse content from GURPS supplements: A reuse list estimating the word count to be taken from each publication.
    • If the editor specifically asks for it: A copy of this Game Evaluation Waiver.

Good luck!

Projects and Specifications

Below is the list of projects currently of interest to us, along with their specific requirements. Some general guidelines apply to all of them:

  • The work must open with an introduction. This shouldn't be self-referential ("This book is about . . ."), but it should clearly define the subject matter and give an overview of the most important topics. If you reuse content from published GURPS or Pyramid releases, the introduction must have a "Publication History" section that mentions this.
  • Each chapter may open with a vignette: a short (few hundred words) fiction piece related to the project's concept and to the chapter's contents. The vignettes should share a underlying thread – characters, events, even a story – to tie everything together.
  • Any project with significant research behind it must have a bibliography.
  • All formatted sections – boxes, tables, techniques, spells, templates, martial-arts styles, powers, character sheets, monsters, vehicles, city stats, worldline data, etc. – must be prepared according to Formatting Guide: GURPS Fourth Edition.

See any recent GURPS publication for examples of all of the above. Don't forget to allocate space for these elements in your outline! Some diagrams, illustrations, and quotations are vital to the project; be sure to indicate those in your outline, too.

We'll send you a rough PDF toward the end of the production process to request any additional art specs or quotations needed to fill layout holes. If there are big holes, we may request an extra box or two.

Without further ado, here's the list . . .


Action (Series)

Gamers love action movies . . . but GURPS sometimes feels like "too much game" for cinematic capers, chases, and shootouts. Enter GURPS Action! This series summarizes only what's essential for over-the-top modern-day thrillers, with each volume offering a bite-sized chunk of rules and stats. Action 1: Heroes is a quick-start guide to characters, while Action 2: Exploits boils down task resolution. Future installments will continue the trend. Each will tackle a single, well-defined aspect of the action genre, summarizing all the necessary "crunch" while paring away unnecessary complexity to give gamers ready-to-rock goodness.

Page Count: 12, 21, 30, or 48 pages (6,800, 14,450, 22,100, or 37,400 words).

Required Reading: GURPS Basic Set and the GURPS Action series to date. All supplements from GURPS Action 3: Furious Fists to GURPS Action 9: The City offer good worked examples of what we seek.

Recommended Reading: GURPS Gun Fu, GURPS High-Tech, and GURPS Martial Arts.

Outline: To be provided by author.


Adventures (Series)

GURPS is famous as a toolkit RPG that can handle any kind of game in any genre . . . if the GM has the time to prepare. Unfortunately, not every GM has that kind of time! The goal of these adventures is to help GMs spend more time playing and less time on prep. Each will describe an interesting plot or set of plots, supported by lovingly crafted locations, events, and NPCs. Rounding it out will be a summary of important elements and notes on adapting the adventure to different power levels and play styles. For complete details, see the outline linked below.

Would-be writers should be aware that the goal is to provide complete, ready-to-go scenarios that can be dropped into ongoing campaigns as side-quests or diversions. They should have enough detail to work as one-shots, but shouldn't depend strongly on history or locale (with the exception of Banestorm Adventures and Transhuman Space Adventures), or generate far-reaching outcomes that could ruin an existing campaign. It's also important that each adventure use GURPS as written, showing (not hiding!) how the system works and demonstrating how a game that's often perceived as "complex" can be a load of fun. Finally, take heed that we're not seeking anything self-consciously clever or cute – just meaty challenges, mysteries, and missions to entertain puzzle-solvers and tacticians!

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and any GURPS supplement essential to the adventure's genre or setting.

Recommended Reading: GURPS Big Lizzie and GURPS Lair of the Fat Man are published adventures, albeit ones that deviate somewhat from our current preferred format. GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon, GURPS Dungeon Fantasy Adventure 2: Tomb of the Dragon King, and GURPS Dungeon Fantasy Adventure 3: Deep Night and the Star hit closer to the mark.

Outline: To be created by author using this preapproved template.


After the End (Series)

Everybody loves the end of the world! At least gamers do – what's not to love about spiky deathmobiles, mutants, and football played with skulls? But not everybody loves having to dig through all of GURPS for their post-apocalyptic gaming. The GURPS After the End series digs deep into the system and pulls together only what you need to game in civilization's ruins. After the End 1: Wastelanders is a template-driven guide to quick character creation, while After the End 2: The New World provides straightforward rules for essential tasks (like scavenging and jury-rigging) and classic dangers (such as radiation and mutated animals). Future volumes will build on this, tackling specific aspects of the post-apoc genre in a way that provides maximum flavor with minimal fuss.

Page Count: 12, 21, 30, or 48 pages (6,800, 14,450, 22,100, or 37,400 words).

Required Reading: GURPS Basic Set and the GURPS After the End series to date.

Recommended Reading: GURPS Low-Tech, GURPS High-Tech, or GURPS Ultra-Tech if focusing on gear; GURPS Bio-Tech, GURPS Psionic Powers, or GURPS Zombies if writing about mutant freaks.

Outline: To be provided by author.


Aliens (Series)

Space-based science fiction needs aliens, and the Aliens series will deliver. Each volume will detail a single extraterrestrial species. Most supplements will update and greatly expand the racial descriptions in GURPS Aliens for Third Edition, but we'll also consider other proposals. Inspiring players to play members of the featured race is an important goal, but we also want to support the GM who needs mysterious visitors or sinister invaders for a GURPS Horror or GURPS Monster Hunters campaign! Each installment will describe:

  • One possible racial history, with variants and alternatives.
  • Racial culture: art, kinship, language, religion, sex roles, etc.
  • Racial appearance, physiology, and life cycle.
  • Racial templates – including templates for sub-races, mutants, and genetic upgrades.
  • Occupational templates and special abilities specific to the race.
  • Unusual gear, spacecraft, and pets favored by the race.

Material from GURPS Aliens, GURPS Black Ops, GURPS Horror, and so on is considered canonical where existing GURPS races are concerned.

Sample Titles:
  • Aliens: An Phar
  • Aliens: Cidi
  • Aliens: Engai
  • Aliens: Fasanni
  • Aliens: Greys
  • Aliens: Jaril
  • Aliens: Kronin
  • Aliens: Pachekki
  • Aliens: Reptoids

Page Count: 12 or 21 pages (6,800 or 14,450 words).

Required Reading: GURPS Basic Set and GURPS Aliens: Sparrials, as well as GURPS Aliens, GURPS Black Ops, GURPS Horror, and so on for races adapted from existing works. New gear must be compatible with GURPS Ultra-Tech; spacecraft, with the GURPS Spaceships series.

Outline: To be provided by author. A preapproved template may eventually be developed.

E-Texts to be Provided: Any Third Edition text being adapted to Fourth Edition.


Banestorm (Series)

We're seeking supplements that support GURPS Banestorm with creatures, guilds, knightly orders, plots, towns, and almost anything else specific to the world of Yrth. These must obey the specifications for Adventures, Encounters, Locations, Magical Styles, Martial Arts, or Supporting Cast – as applicable – but be specific to the world of Yrth. Where Yrth canon and these other specs don't quite line up, canon takes precedence. When in doubt, ask us . . . because Banestorm projects that depart from canon without explicit permission from SJ Games are subject to summary rejection.

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and GURPS Banestorm.

Recommended Reading: GURPS Fantasy and GURPS Magic are strongly recommended – and so are GURPS Banestorm: Abydos and GURPS Martial Arts: Yrth Fighting Styles. Depending on your topic, the editor may deem any of those "required."

Outline: See specifications for relevant series.


Boardroom and Curia (Series)

Organizations can be as important to a campaign as characters. In a sense, they are characters: Each has a "personality" of sorts and is better at some tasks than others, and GURPS Boardroom and Curia even makes it possible to assign them advantages, skills, wealth, and other stats. But as every GM knows, the need for a group can arise suddenly – say, thanks to unexpected player actions. The Boardroom and Curia series is intended to help by providing ready-to-use organizations, possibly sets of related ones, each with the following details:

Page Count: 12 or 21 pages (6,800 or 14,450 words).

Required Reading: GURPS Basic Set, GURPS Boardroom and Curia, and either GURPS Boardroom and Curia: The Sospital Group or GURPS Boardroom and Curia: Tomorrow Rides.

Recommended Reading: Any of GURPS Mass Combat, GURPS Social Engineering, GURPS Social Engineering: Keeping in Contact, or GURPS Social Engineering: Pulling Rank you intend to include support for – and possibly even GURPS City Stats.

Outline: To be provided by author. A preapproved template may eventually be developed.


Disasters (Series)

The Disasters series will cover horrible events ranging from local catastrophes (meltdowns, quakes, tornadoes, volcanoes, and even severe industrial fires and spills) to global apocalypses (meteor strikes, pandemics, global freezing or warming, etc.). Each volume will give the GM everything he needs to know to use a particular disastrous occurrence as a mere obstacle . . . as an adventure to shake up an existing campaign . . . or as the basis of an entire "rescue" or "survivors" campaign! Content should include:

  • The science (pseudoscience, for things like daikaiju and manaclysms!) behind the disaster.
  • Examples of real-world events of this type, where applicable.
  • Descriptions of the disaster's initial impact, ongoing effects, and aftermath in rules terms.
  • How PCs can survive the disaster.
  • Adventure seeds – especially dramatic escapes and rescues.

The supplement should give the GM the information needed to toss a disaster into his campaign and get a fair idea of what this would do to the setting, the PCs, and the current adventure. Rules and guidelines shouldn't assume a particular time or place, but should address TL differences, as low-tech societies will have less warning and often less understanding of disasters, technology can mitigate damage and speed recovery, and some events are completely TL-dependent (e.g., a continental EMP simply won't affect a medieval culture!). And because there's no denying that most disaster movies are set in the here-and-now, the work should briefly explore the disaster in the context of 20th- or 21st-century Earth, examining real-world areas that are especially at risk and recommending gear (including vehicles) of special value to modern-day survivors.

Sample Titles:
  • Disasters: Deep Freeze
  • Disasters: Earthquake
  • Disasters: Meteor
  • Disasters: Pandemic
  • Disasters: Rising Seas
  • Disasters: Volcano

Page Count: 12 or 21 pages (6,800 or 14,450 words).

Required Reading: GURPS Basic Set; either GURPS Disasters: Hurricane or GURP S Disasters: Meltdown and Fallout; and any book with relevant rules content, such as GURPS Bio-Tech for plagues or GURPS Space for astronomical disasters.

Outline: To be created by author using this preapproved template.


Dungeon Fantasy (Series)

Most gamers got their start playing larger-than-life fantasy heroes who smash their way into dungeons, slaughter the monsters within, and grab the treasure. GURPS supports this kind of fantasy gaming, but it can be hard to figure out what bits and pieces are needed to do it right. The GURPS Dungeon Fantasy series summarizes what's vital and what isn't for hack-and-slash goofiness. Dungeon Fantasy 1: Adventurers explains how to build delvers, Dungeon Fantasy 2: Dungeons shows the GM how to set up and run adventures, and future volumes will tackle more-specialized topics – especially new character archetypes, loot, monsters, special abilities, and traps. We're also seeking items for the Dungeon Fantasy Adventures, Dungeon Fantasy Denizens, Dungeon Fantasy Encounters, Dungeon Fantasy Settings, and Dungeon Fantasy Treasures sub-series!

Page Count: 12, 21, 30, or 48 pages (6,800, 14,450, 22,100, or 37,400 words).

Required Reading: GURPS Basic Set and the GURPS Dungeon Fantasy series to date – especially the Adventures, Denizens, Encounters, Settings, or Treasures subseries, if proposing to write for one of those – plus GURPS Magic if covering spellcasters or GURPS Powers if presenting new character types with powers.

Recommended Reading: GURPS Fantasy has great advice on every fantasy subgenre, including this one.

Outline: To be provided by author.


Encounters (Series)

Encounters are short adventures designed to be dropped into ongoing scenarios and existing campaigns. Examples include a battle in an unusual tactical situation, a broken-down vehicle with interesting passengers, a chance meeting with a powerful supernatural being who poses riddles and grants minor wishes, an opportunity to win or lose money in a contest or a bet, and a roadside market with colorful merchants and goods. The specifications are broadly identical to those for Adventures – be sure to read those notes! – but the number of events, locations, and NPCs will be smaller. Some Encounters won't need all of those elements, of course, but all Encounters will include one extra section: advice on recycling and reusing the encounter again and again without it being (too) obvious to the players.

Page Count: 12 or 21 pages (6,800 or 14,450 words).

Required Reading: GURPS Basic Set, at least one worked example from the GURPS Encounters series to date, and any GURPS supplement essential to the encounter's genre or setting.

Outline: See the Adventures outline.


Fantasy Folk (Series)

The Fantasy Folk series will provide detailed information on individual fantasy races. Some volumes will start with the racial descriptions in GURPS Fantasy Folk for Third Edition and update the stats, while others will describe all-new races . . . but all will go far beyond the two- to four-page entries seen in earlier GURPS products. A Fantasy Folk supplement should leave players itching to play members of the featured race, and inspire GMs to come up with interesting NPCs of that race. Each installment will describe:

  • One possible racial history, with variants and alternatives.
  • Racial culture: art, kinship, language, religion, sex roles, etc.
  • Racial appearance, physiology, and life cycle.
  • Racial templates – including templates for sub-races and half-breeds.
  • Martial arts, powers, occupational templates, and spells specific to the race.
  • Unusual items, mounts, and pets favored by the race.

For races found on Yrth, the material in GURPS Banestorm is considered canonical. The same goes for material from GURPS Fantasy Folk, where Third Edition races are concerned. If both conditions apply, the first takes precedence.

Sample Titles:
  • Fantasy Folk: Cat-Folk
  • Fantasy Folk: Dragon-Blooded
  • Fantasy Folk: Dwarves
  • Fantasy Folk: Elementals
  • Fantasy Folk: Gargoyles
  • Fantasy Folk: Ghouls
  • Fantasy Folk: Gnomes
  • Fantasy Folk: Great Bears
  • Fantasy Folk: Halflings
  • Fantasy Folk: Ogres
  • Fantasy Folk: Orcs
  • Fantasy Folk: Reptile Men

Page Count: 12 or 21 pages (6,800 or 14,450 words).

Required Reading: GURPS Basic Set, GURPS Fantasy Folk: Elves (the only worked example), plus GURPS Banestorm for Yrth races and/or GURPS Fantasy Folk for races adapted from Third Edition. New spells must be consistent with GURPS Magic; new fighting styles and weapons, with GURPS Martial Arts; and new powers, with GURPS Powers.

Outline: To be created by author using this preapproved template.

E-Texts to be Provided: Any Third Edition text being adapted to Fourth Edition.


Fantasy-Tech (Series)

While GURPS Low-Tech offers extensive detail on real-world TL0-4 equipment, fantasy set at these TLs is often full of impossible items that aren't realistic yet aren't precisely – or at least purely – magical. Each Fantasy-Tech catalog will describe a selection of such wonders, both artifacts (improbable weapons, vehicles, etc.) and enabling technologies (such as astonishing materials and power sources). This is your chance to examine divergent (TL(x+y)) and superscience (^) tech in a context other than futuristic sci-fi! No particular pattern is required . . . much as old-time alchemists and artificers kept haphazard journals and logs, Fantasy-Tech projects can exhibit whimsy, as long as they keep the weapons with the weapons, the ships with the ships, and so on.

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and GURPS Low-Tech, plus at least one of the worked examples in the GURPS Fantasy-Tech series to date.

Recommended Reading: GURPS High-Tech and GURPS Ultra-Tech for futuristic technologies that would seem fantastic if adapted to low TLs, and GURPS Magic for enchanted items.

Outline: To be provided by author. A preapproved template may eventually be developed.


High-Tech (Series)

GURPS High-Tech is a huge book, jam-packed with gear . . . but human ingenuity, especially in modern times, could fill an entire library! Each volume in the High-Tech series will select a field of endeavor and then expand the narrow selection of relevant hardware from High-Tech (such equipment will be considered canonical, and reproduced in the supplement for completeness' sake) into a detailed catalog of tools for pros who work in the chosen area. It might even include a vehicle or two, presented according to the instructions under Vehicles. The aim is to give specialist PCs all the kit they need to do their jobs properly – and of course to help GMs run campaigns that focus on such experts.

The value of this series resides almost entirely in the quality of the research. "Make stuff up" won't be acceptable. Would-be authors who have extensive real-life experience with the subject matter will get preferential treatment, so don't be afraid to send a résumé!

Sample Titles:
  • High-Tech: 911 (all the gear in ambulances and fire trucks, plus an example of each vehicle type)
  • High-Tech: Hollywood Studio (lighting, masks, makeup, and other F/X, smoke, and mirrors)
  • High-Tech: Machine Shop (portable and power tools galore)
  • High-Tech: Photography Studio (filters, lenses, tripods, and 101 cameras)
  • High-Tech: Ship's Locker (nautical gear, from rope to the latest electronics)
  • High-Tech: Spy-Tech (we don't expect real spies to apply, but we will ask for a good bibliography)

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and GURPS High-Tech, plus GURPS High-Tech: Electricity and Electronics as a worked example.

Recommended Reading: GURPS High-Tech: Adventure Guns, GURPS High-Tech: Pulp Guns 1, and GURPS High-Tech: Pulp Guns 2.

Outline: To be provided by author. A preapproved template may eventually be developed.

E-Texts to be Provided: Relevant excerpts of GURPS High-Tech.

Hot Spots (Series)

The Hot Spots series will view swaths of Earth's history through the eyes of both the opportunists who seek to benefit from political or social upheaval (black marketeers, bounty hunters, grifters, kingmakers, mercenaries, etc.) and the individuals tasked to keep order. Each Hot Spots supplement will visit a specific locale – which might be a city, a nation, or a general geographical region – that has major criminal, espionage, guerrilla, and/or military activity that stops short of open warfare. If the hot spot is a city, even wartime is fine, provided that the focus is on city life rather than the battle at the city walls. Important elements will include:

  • An overview of the military, political, and/or social situation.
  • If the hot spot is urban, a stats block prepared using GURPS City Stats.
  • Information on the major personalities and factions.
  • A timeline of important events (where applicable).
  • Descriptions of important locations – be they buildings or entire provinces.
  • Maps (the author must provide these!).
  • Adventure seeds.

The goal is to set up the hot spot as a major destination for adventure or even as the backdrop for an extended campaign, so the focus will be on plots and events, not game mechanics. Hot Spots volumes will remain extremely rules-light, leaving armaments, character sheets, and the like to other works. Thus, they're a good choice for experienced writers with limited GURPS rules familiarity.

Sample Titles:
  • Hot Spots: Crusades-Era Jerusalem
  • Hot Spots: Modern Middle East
  • Hot Spots: Post-Soviet Russia
  • Hot Spots: Prohibition-Era Chicago
  • Transhuman Space Hot Spots items use the same specs, but replace the requirement for real-world knowledge with the need to follow setting canon.

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, plus at least one of the worked examples in the GURPS Hot Spots series to date.

Outline: To be provided by author. A preapproved template may eventually be developed.


How to Be a GURPS GM (Series)

How to Be a GURPS GM is a key work in the GURPS catalog. It takes a big, powerful game that can handle any character, genre, or setting – one with an absolutely immense library of supplements – and breaks things down to make it accessible to GMs who've never run it before. Once those GMs get comfortable with the basics, they're going to explore that library . . . and quickly discover that many books and series add subsystems and mini-games to the GURPS Basic Set. The solution? Follow-up volumes that simplify those specific topics!

Rules experts only, please – there will be a quiz!

Sample Titles:
  • How to Be a GURPS GM: Martial Arts (how to interpret, use, and create styles and techniques)
  • How to Be a GURPS GM: Powers (how to navigate the complexities of enhancements, limitations, power modifiers, alternative abilities, etc.)
  • How to Be a GURPS GM: Social Studies (how to read and assign the special stats blocks used for cities, military forces, organizations, and worldlines)

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, How to Be a GURPS GM, at least one worked example from the How to Be a GURPS GM series to date, and any specific supplement(s) being demystified (e.g., GURPS Powers if explaining powers).

Outline: To be provided by author.


Infinite Worlds (Series)

The world we know today is the product of pivotal events in the past . . . but what if some of the outcomes had been different? What would the world look like now? That's what the Infinite Worlds series aims to explore! Each installment will visit one or more parallel Earths where history took a different turn at a crucial "decision point" in the past. It will present ready-to-use worldlines for use with the GURPS Infinite Worlds setting, each with the following details:

  • Boxed worldline data.
  • History, with a special focus on the divergence point.
  • Geography and society.
  • Activities of Infinity (including ISWAT, White Star, and Time Tours), Centrum, the Cabal, Reich-5, and others.
  • Guidelines for characters – both PC recruits and NPC allies and enemies.
  • Technology, especially divergent technology.
  • Adventure seeds.

If the setting requires maps, then the author must provide these as well. Everything in GURPS Infinite Worlds is considered canon. Infinite Worlds projects that depart from canon without explicit permission from SJ Games are subject to summary rejection.

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and GURPS Infinite Worlds.

Recommended Reading: GURPS Infinite Worlds: Britannica-6, GURPS Infinite Worlds: Collegio Januari, GURPS Infinite Worlds: Lost Worlds, GURPS Infinite Worlds: Nightreign, and GURPS Infinite Worlds: World of Horror are good worked examples. Also consider the Third Edition supplements GURPS Alternate Earths and GURPS Alternate Earths 2.

Outline: To be provided by author. A preapproved template may eventually be developed.

E-Texts to be Provided: Relevant excerpts of GURPS Infinite Worlds.


Loadouts (Series)

Specialist PCs often need a lot of gear . . . but knowing what's required and where to find it can be tricky. Loadouts supplements will do for equipping characters what character templates do for creating them: make the exercise a simple matter of picking items off a menu. A Loadouts catalog will provide several sets of carefully cost- and weight-checked equipment for members of closely related professions, with "lenses" for a range of budgets and situations. Each will include armor, clothing, tools, weapons, and all the accessories – down to the smallest battery and last round of ammo – along with holsters, load-bearing gear, and packs to carry it all. It will give items default locations ("on belt," "in vest pocket," "in pack," etc., and even "in vehicle" and "in camp") and work out the weight of common configurations for easy use with the encumbrance rules.

The value of Loadouts items covering real-world gear resides almost entirely in the quality of the research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Loadouts: Tribal Warriors
  • Loadouts: Age of Sail Explorers
  • Loadouts: EMT and Rescue
  • Loadouts: Modern Riflemen
  • Loadouts: Police and Security
  • Loadouts: Spies and Thieves
  • Loadouts: Techies and Repairmen
  • Loadouts: Cyberpunks

Page Count: 12, 21, 30, or 48 pages (6,800, 14,450, 22,100, or 37,400 words).

Required Reading: GURPS Basic Set, plus whichever of GURPS Low-Tech, GURPS High-Tech, or GURPS Ultra-Tech is appropriate to the tech level.

Recommended Reading: GURPS Loadouts: Low-Tech Armor and GURPS Loadouts: Monster Hunters are good worked examples. So is GURPS Dungeon Fantasy 13: Loadouts, despite using a different title structure (and we would be equally flexible if we received a sufficiently interesting proposal for another series!).

Outline: To be provided by author. A preapproved template may eventually be developed.

E-Texts to be Provided: GURPS Low-Tech, GURPS High-Tech, and/or GURPS Ultra-Tech, if required.


Locations (Series)

It never fails . . . if the GM has plans for Mr. X's secret hideout, the Wombat Liberation Army training compound, and the Dungeons of Doom, then the players will steer the action toward the local bus station, golf course, or blacksmith's shop. Locations aims to solve this problem by providing "generic" ready-to-use buildings and outdoor scenes that are likely to come up in play. Each installment will include:

  • Text description of the location and its layout.
  • Detailed floor plans and maps, carefully keyed to the rest of the work (the author must provide these!).
  • Defenses and security measures, with game stats.
  • Inventory of any equipment present (furniture, lighting, etc.), also with stats.
  • Stats for anything else that's likely to need them; e.g., the DR and HP of doors and walls.
  • Short descriptions of typical NPC occupants.
  • Adventure seeds.

We're also interesting in battlefields, which would be very similar but with more focus on tactical considerations such as concealment, cover, elevation, and obstacles. Whatever the nature of your location, be sure to identify the broad era and/or setting for which it's intended when you propose it: ancient Rome, generic modern day, medieval Europe, Old West, Prohibition-era America, Renaissance Europe, Tokugawa-era Japan, WWI, WWII, etc.

Sample Titles:
  • Locations: Medieval Castle Dungeon
  • Locations: Medieval Inn
  • Locations: Modern Bank
  • Locations: Modern Military Checkpoint
  • Locations: Modern Oil Rig
  • Locations: Modern Research Lab
  • Locations: Modern Third-World Arms Bazaar
  • Locations: Modern Warehouse
  • Locations: Old West Abandoned Mine
  • Locations: Old West Saloon
  • Locations: Prohibition-Era Speakeasy
  • Locations: Renaissance Roadhouse
  • Locations: Roman Bathhouse
  • Locations: WWII Aerodrome
  • Banestorm Locations and Transhuman Space Locations items use the same specs, with the additional requirement of being consistent with setting canon.

Page Count: 21 or 30 pages (14,450 or 22,100 words).

Required Reading: GURPS Basic Set, plus at least one of the worked examples in the GURPS Locations series to date.

Outline: To be provided by author. A preapproved template may eventually be developed.


Low-Tech (Series)

GURPS Low-Tech contains piles of TL0-4 equipment, and the GURPS Low-Tech Companion series stacks the hardware even higher. However, history is long and marked by constant innovation, meaning that those supplements are necessarily overviews that offer only the most "generic" versions of items. Each Low-Tech volume will take a particular class of artifacts touched upon in those works (whose write-ups will be considered canonical, and reproduced for completeness' sake) and refine, interpolate, and expand to give the topic its full due. Goals include exploring the evolution of technologies within a TL, showcasing variations unique to particular cultures and regions, and offering optional detail on how gear was used, maintained, and modified.

The value of this series resides almost entirely in the quality of the research. "Make stuff up" won't be acceptable. Would-be authors who have extensive academic or reenactment experience with the subject matter will get preferential treatment . . . if they can offer a publications list or other proof!

Sample Titles:
  • Low-Tech: Archery (all the world's bows and arrows, with optional detail on their use)
  • Low-Tech: Healing Herbs (many real-world plants, with detailed and specific medicines made from them)
  • Low-Tech: Secrets of the Masons (types of stone and their properties, plus stoneworking gear for each TL)
  • Low-Tech: Ship's Locker (nautical gear, from rope to sailcloth to navigational aids)

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, GURPS Low-Tech, GURPS Low-Tech Companion 1, GURPS Low-Tech Companion 2, and GURPS Low-Tech Companion 3.

Recommended Reading: GURPS Low-Tech: Instant Armor is a worked example of how to take a class of items and flesh it out in a useful direction.

Outline: To be provided by author.

E-Texts to be Provided: Relevant excerpts of GURPS Low-Tech and the GURPS Low-Tech Companion volumes.


Magic (Series)

GURPS Magic contains hundreds of spells, but wizards are always looking for – or inventing – new (or very old!) magical secrets. Most Magic volumes will expand the spell list for one of the 24 canonical magical colleges defined in Magic, adding dozens of spells and spell variants. Some may instead offer closely related spells that cut across colleges. All will present any new stats or rules their spells need; e.g., if your plans for GURPS Magic: Body Control Spells involve afflictions that aren't on pp. B428-429, you'll need to define them . . . and if you intend to take a crack at GURPS Magic: Meta-Spells, you'll want to elaborate a bit on mana. Advice on creating casters who specialize in a particular kind of magic is always welcome, and may even include a small number of perks, meta-traits, spell techniques, etc.

All items in this series will have a title of the form GURPS Magic: <College Name> Spells or GURPS Magic: <Narrow Topic> Spells. If you can't word the title that way, then you're proposing something that would fit better in the Magical Styles or Thaumatology series.

Rules geeks only, please!

Sample Titles:
  • Magic: Air Spells
  • Magic: Animal Spells
  • Magic: Body Control Spells
  • Magic: Communication and Empathy Spells
  • . . . and so on

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, GURPS Magic, and either GURPS Magic: Plant Spells (an example that stays within a college) or one of GURPS Magic: Artillery Spells, GURPS Magic: Death Spells, or GURPS Magic: The Least of Spells (examples that cut across colleges).

Recommended Reading: GURPS Thaumatology and GURPS Thaumatology: Magical Styles.

Outline: To be provided by author. A preapproved template may eventually be developed.


Magical Styles (Series)

Creating wizards freeform, while fun, doesn't suit every setting that features spellcasters. In many worlds, spells are the closely guarded secrets of academies, brotherhoods, guilds, and the like, and most or all students of magic hail from such backgrounds. This is the premise of GURPS Thaumatology: Magical Styles, which offers "styles" built by reorganizing the standard spell list and adding other teachings – including magical perks, unique spells, and mundane skills. The Magical Styles series will present worked examples of such schools of magic. Each volume will provide the following information for at least three related styles:

  • History and background of the style's practitioners.
  • The style's mundane and magical philosophies.
  • A style write-up in the manner of GURPS Thaumatology: Magical Styles, including a complete spell list.
  • New Magic Perks, secret spells, and secret materials.
  • Design notes explaining the logic behind the style's components and alternative prerequisites.
  • Thoughts on how the style's adherents interact with followers of other styles in the work.
Sample Titles:
  • Magical Styles: Classical Elementalism
  • Magical Styles: Seven Orders of the Rainbow Robes
  • Magical Styles: The Fivefold Way of Egyptian Soul-Magic

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, GURPS Magic, GURPS Thaumatology: Magical Styles, and either GURPS Magical Styles: Dungeon Magic or GURPS Magical Styles: Horror Magic.

Recommended Reading: GURPS Thaumatology.

Outline: To be provided by author. A preapproved template may eventually be developed.


Martial Arts (Series)

GURPS Martial Arts builds extensively on the combat rules in the GURPS Basic Set. Just as important, it introduces the concept of fighting styles, which bring roleplaying to the battlefield by giving warriors distinctive moves, tactics, and weapon preferences. The Martial Arts series will take this idea and run with it, describing additional styles for interesting fighters, exploring the culture behind them, and examining associated honor codes and lifestyles. Each supplement will include:

  • History and background of a style or a group of related styles.
  • Style write-ups similar to those in GURPS Martial Arts, possibly with new Style Perks and techniques.
  • Details about fighters who use those styles, with character templates.
  • New weapons, armor, and/or training equipment.
  • Notes on using the featured styles as the basis for an adventure or a campaign, with special emphasis on tournaments and competitions.
  • Sample NPC fighter(s) to take up against similar NPCs from other Martial Arts volumes.

We're seeking both real and invented styles. Martial Arts volumes that feature real-world martial arts will be held to high standards of research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Martial Arts: Fantasy Monk
  • Martial Arts: Migration Era Styles
  • Martial Arts: Modern MMA
  • Martial Arts: Native American Styles

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, GURPS Martial Arts, and at least one of the worked examples: GURPS Martial Arts: Fairbairn Close Combat Systems, GURPS Martial Arts: Gladiators, GURPS Martial Arts: Technical Grappling, or GURPS Martial Arts: Yrth Fighting Styles.

Outline: To be created by author using this preapproved template.


Monster Hunters (Series)

The most popular flavor of urban fantasy in the late 20th century and early 21st depicts the secret war waged by brave heroes against paranormal evil lurking in the modern world. The GURPS Monster Hunters series summarizes just the parts of GURPS you need to run a campaign that pits humanity's champions – not all of them entirely human! – against everything from cultists through cryptids to outright supernatural monsters. Monster Hunters 1: Champions is a one-stop guide to heroes and powers, while Monster Hunters 2: The Mission covers how to go forth and stomp the Enemy with spells, silver bullets, and a liberal application of shoe leather. Future works will tackle new aspects of this specialized genre, offering "crunch" and detail without so much complexity that the mighty hunters end up paralyzed with confusion.

Page Count: 12, 21, 30, or 48 pages (6,800, 14,450, 22,100, or 37,400 words).

Required Reading: GURPS Basic Set and the GURPS Monster Hunters series to date.

Recommended Reading: GURPS Horror, GURPS Loadouts: Monster Hunters, and GURPS Zombies.

Outline: To be provided by author.


Powers (Series)

GURPS Powers generalizes the rules for psionics found in the GURPS Basic Set to cover any superhuman power imaginable. It's a powerful toolkit . . . but it requires a significant time investment to learn and use. Sometimes, the GM just needs a ready-made power with worked-out abilities – especially at character creation, when the lack of a canonical set of capabilities can frustrate new players while giving munchkins too much freedom. The Powers series will meet this need by describing sets of related powers in extreme detail. Each supplement will include:

  • An overview of the powers.
  • Power write-ups similar to those in GURPS Powers, giving the source, focus, Talent, and power modifier in each case.
  • Ability write-ups with all the modifiers and point costs worked out in detail, like the sample abilities in GURPS Powers.
  • New modifiers, if required.
  • Discussion of which optional rules from GURPS Powers especially suit the powers . . . and which ones don't.
  • Details for creating typical users of the powers, with character templates.
  • Notes on using the powers in a campaign, with special attention to their interactions and balance with other kinds of powers.

Rules geeks only, please!

Sample Titles:
  • Powers: Chi (a variety of martial-arts themed powers)
  • Powers: Classical Elements (powers of air, earth, fire, and water)
  • Powers: Good and Evil (extensive powers of good and evil, carefully balanced, for use in settings defined by a bipartite morality)

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and GURPS Powers, plus one of GURPS Powers: Divine Favor, GURPS Powers: Enhanced Senses, GURPS Powers: Totems and Nature Spirits, or GURPS Powers: The Weird as a worked example.

Recommended Reading: GURPS Psionic Powers and GURPS Thaumatology: Chinese Elemental Powers deviate from the recommended presentation, but contain many useful tricks.

Outline: To be provided by author. A preapproved template may eventually be developed.


Social Engineering (Series)

GURPS Social Engineering greatly expands on the rules for social interaction. However, societies are large and complex enough to support plenty more detail. Each volume of the Social Engineering series will select a specific sphere of social activity (economics, politics, religion, etc.) or a particular class of social institutions (such as kinship systems, organizations, or polities), and present new rules and guidelines for integrating this aspect of human interaction into interesting adventures and campaigns.

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and GURPS Social Engineering, plus one of GURPS Social Engineering: Back to School, GURPS Social Engineering: Keeping in Contact, or GURPS Social Engineering: Pulling Rank as a worked example.

Recommended Reading: All of GURPS Boardroom and Curia, GURPS City Stats, and GURPS Mass Combat touch on larger-scale "social" topics in ways that could prove enlightening.

Outline: To be provided by author.


Sorcery (Series)

GURPS Thaumatology: Sorcery defines a system of magic that presents spells not as skills but as innate abilities created using GURPS Powers. It provides a few example spells for each "college" of magic found in GURPS Magic, and then GURPS Sorcery: Protection and Warning Spells converts the entire Protection and Warning college . . . but that leaves all the other colleges. Future Sorcery volumes will tackle the remaining 23 colleges one at a time, offering balanced sorcery abilities that reproduce the effects of the spells in Magic. We shouldn't need to say this, but: Rules geeks only, please!

All items in this series will have a title of the form GURPS Sorcery: <College Name> Spells. For example:

  • Sorcery: Air Spells
  • Sorcery: Animal Spells
  • Sorcery: Body Control Spells
  • Sorcery: Communication and Empathy Spells
  • . . . and so on

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, GURPS Magic to convert from, and GURPS Powers and GURPS Thaumatology: Sorcery to convert properly – plus either GURPS Sorcery: Protection and Warning Spells or GURPS Sorcery: Sound Spells as a worked example.

Outline: To be provided by author. A preapproved template may eventually be developed.


Spaceships (Series)

Space gaming needs spaceships, and the GURPS Spaceships series aims to deliver. Each installment will focus on a particular category of spaceships – from sexy starfighters and mighty cruisers to mundane-but-vital industrial vehicles and freighters – and offer ready-to-go spaceship stats generated using the design system in the first volume. It will also include any new components needed to do the job. Rounding this out will be rules for using all these specialized spacecraft and technologies in a science-fiction campaign.

Page Count: 21, 30, or 48 pages (14,450, 22,100, or 37,400 words).

Required Reading: GURPS Basic Set and the GURPS Spaceships series to date.

Recommended Reading: GURPS Space and GURPS Ultra-Tech.

Outline: To be provided by author.


Supporting Cast (Series)

Sometimes the GM needs a small- to medium-sized group of NPCs who work together in a logical, complementary fashion. This can be challenging and time-consuming to pull together, because while hordes are easy – create one NPC and clone as necessary – teams require the careful crafting of very different individuals with particular roles and abilities. The Supporting Cast series assists the GM by describing generic teams that are likely to show up during adventures. Each supplement will include:

  • A group overview, noting any chain of command – including a quick-reference roster.
  • How to use the group as Allies or an Enemy, including its power level and point cost in such roles.
  • Detailed character sheets for major team members, identified not by name but by position, role, and/or rank.
  • Abridged character sheets for minor team members, pets, mascots, etc.
  • Group vehicles, buildings, heavy weapons, etc.
  • Group tactics.
  • Adventure seeds.

Each Supporting Cast team is a lot like a party of PCs, and could even be used as pregenerated PCs in a demo or a convention game. As such, the NPCs should be reasonably efficient, interesting characters with no abilities that would be completely unsuitable for PCs.

Sample Titles:
  • Supporting Cast: Corporate Security Force
  • Supporting Cast: Criminal Crew (in the caper-movie sense)
  • Supporting Cast: Medieval Bandit Gang
  • Supporting Cast: Modern Pirate Crew
  • Supporting Cast: Ninja!
  • Supporting Cast: Private Military Company
  • Supporting Cast: SWAT Team
  • Supporting Cast: TL10 Starship Crew
  • Supporting Cast: WWII Squad – Germany
  • Supporting Cast: WWII Squad – U.S.
  • Banestorm Supporting Cast and Transhuman Space Supporting Cast items use the same specs, with the additional requirement of being consistent with setting canon.

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set, GURPS Supporting Cast: Age of Sail Pirate Crew (the only published volume in the series), plus any GURPS supplement needed for NPC equipment or special abilities.

Outline: To be provided by author. A preapproved template may eventually be developed.


Template Toolkit (Series)

GURPS Template Toolkit 1: Characters and GURPS Template Toolkit 2: Races give gamers everything they need to create templates: sets of stats that define, respectively, character types and nonhumans. They provide resources not only for understanding what templates are and assigning them sensible traits, but also for developing "lenses" that modify them and coherent sets of templates that suit specific campaigns. Since not every gamer has the time for that, we'd like to offer further, more-compact Template Toolkit volumes that offer template building blocks or ready-to-use templates to inspire GMs and players alike. Each supplement will look at a closely related group of professions or beings in as generic a fashion as possible.

Rules geeks only, please!

Sample Titles:
  • Template Toolkit: Infantry (ready-to-go character templates and lenses for typical ground-forces roles)
  • Template Toolkit: Robots (a kit for quickly assembling robot racial templates)
  • Template Toolkit: Ship's Crew (ready-to-go character templates and lenses for typical naval roles)
  • Template Toolkit: Undead (a kit for quickly assembling living-dead "racial" templates)

Page Count: 12 or 21 pages (6,800 or 14,450 words).

Required Reading: GURPS Basic Set, whichever of GURPS Template Toolkit 1: Characters or GURPS Template Toolkit 2: Races applies, and GURPS Template Toolkit 3: Starship Crew (the only worked example).

Recommended Reading: GURPS Action 1: Heroes, GURPS After the End 1: Wastelanders, GURPS Dungeon Fantasy 1: Adventurers, and GURPS Monster Hunters 1: Champions all present sets of character templates that might prove inspirational; GURPS Action 4: Specialists illustrates "building blocks" for character templates; and GURPS Furries is an example of a how-to guide to creating racial templates for an entire class of nonhumans.

Outline: To be provided by author. A preapproved template may eventually be developed.


Thaumatology (Series)

GURPS Thaumatology offers numerous variations on the magic rules in GURPS Magic, along with entirely new magic systems that have little or no connection to mana or spells. However, it's more toolkit than catalog, and applying its ideas can entail significant time and effort. The Thaumatology series will remedy this, giving the GM ready-to-use magic variants and putting them into context. Some volumes will consist entirely of worked rules examples, while others will demonstrate the versatility of Thaumatology through genre or setting material.

Rules geeks only, please!

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set and GURPS Thaumatology – plus GURPS Magic if the supplement covers spell-based magic, GURPS Powers if it covers innate abilities, and any existing GURPS Thaumatology-series item it is intended to support.

Recommended Reading: GURPS Thaumatology: Magical Styles and GURPS Thaumatology: Ritual Path Magic are good examples of pure rules; GURPS Thaumatology: Chinese Elemental Powers and GURPS Thaumatology: Urban Magics show how to offer rules alongside genre material; and GURPS Thaumatology: Age of Gold and GURPS Thaumatology: Alchemical Baroque illustrate rules embedded in settings.

Outline: To be provided by author.


Vehicles (Series)

Without vehicles, how could adventurers and their foes chase each other along roads and cross-country . . . over and under water . . . through the sky . . . and out into space? Vehicles are a vital part of adventure fiction! The Vehicles series will deliver the goods.

Each supplement will describe 7-15 closely related vehicles of a particular era, nation, and/or class (preferably all three). Vehicle format will be identical to that used in GURPS High-Tech and GURPS Ultra-Tech. Stats will be assigned in line with real-world performance and with the vehicles in print books (mainly the aforementioned tech books and the GURPS Basic Set) – not calculated using the as-yet-unreleased GURPS Vehicle Design. Contents will include:

  • Brief introduction and overview.
  • One- to two-page description of each vehicle, including crew, crew skills, and components.
  • Vehicle statistics in a table, using the notation and abbreviations on pp. B462-465.
  • Appendix describing special components used by the vehicles.
  • Adventure seeds.

For real-world vehicles, the author should also attempt to locate photos or historical art in the public domain to illustrate the work. If the vehicles are fantastic or futuristic, the author will instead have to provide detailed art specs, and be willing and able to work closely with an artist.

Sample Titles:
  • Vehicles: Carts, Coaches, and Wagons
  • Vehicles: Classic Roadsters
  • Vehicles: Cold War NATO Fighter Jets
  • Vehicles: Enchanted Flying Machines
  • Vehicles: Modern Motorbikes
  • Vehicles: Modern U.S. Fighter Jets
  • Vehicles: Patrol Boats
  • Vehicles: Sports Cars of the 80s, 90s, and 00s
  • Vehicles: TL10 Space Marine Strike Vehicles
  • Vehicles: WWII Axis Tanks 1944-1945
  • Transhuman Space Vehicles items use the same specs, with the additional requirement of being consistent with setting canon.

Page Count: 12, 21, or 30 pages (6,800, 14,450, or 22,100 words).

Required Reading: GURPS Basic Set; at least one of the worked examples (GURPS Vehicles: Steampunk Conveyances, GURPS Vehicles: Transports of Fantasy, or GURPS Vehicles: War Galleys); and whichever of GURPS Low-Tech, GURPS High-Tech, or GURPS Ultra-Tech is appropriate.

Outline: To be provided by author. A preapproved template may eventually be developed.


Who's Who (Series)

History's movers and shakers make great NPCs for both real-world and parallel-history campaigns. The Who's Who series will continue the tradition started by the Third Edition sourcebooks GURPS Who's Who 1 and GURPS Who's Who 2. Each Who's Who supplement will provide descriptions, character sheets (consistent with the guidelines established in the original Who's Who books, suitably updated to Fourth Edition), brief biographies, adventure seeds, and "what-ifs" (e.g., "What if they saved Hitler's brain?") for several historical figures connected by deeds, events, locale, profession . . . and preferably several of these things. Good candidates include artists, generals, inventors, reformers, scientists, spiritual leaders, and statesmen, but there are dozens of other possibilities!

The value of this series resides almost entirely in the quality of the research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Who's Who: 1930s Gangsters
  • Who's Who: 1960s Pop-Culture Icons
  • Who's Who: Cold War Spies
  • Who's Who: Old West Gunfighters
  • Who's Who: Union Generals
  • Who's Who: WWII Leaders

Page Count: 12 or 21 pages (6,800 or 14,450 words).

Required Reading: GURPS Basic Set, GURPS Who's Who 1, and GURPS Who's Who 2.

Outline: To be provided by author. A preapproved template may eventually be developed.


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