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How to Be a GURPS GM
by Steve Jackson Games

With How to Be a GURPS GM, the unlimited possibilities of the GURPS Basic Set are easier to master than ever. Discover how to make heroes that fit your vision, prepare a game setting, create memorable encounters, and run your first adventure.

How to Be a GURPS GM
 
 Hottest GURPS, Science Fiction
 
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Sci-fi Props & Gadgets 2

Sci-fi Props & Gadgets 2


This token package is aimed at expanding our first Science Fiction collection of tokens with more Props and Gadgets. This art pack can be employed as a collection of tokens on the Virtual Tabletop during a game, or as art assets during adventure map creation. This collection of assets gives you the Game Master a collection of Props such as computer units, sci-fi control tables, weapon “treasure”...   [click here for more]
WyldFurr  $6.95

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GURPS Prime Directive 4e Revised, Volume 1 and Volume 2

GURPS Prime Directive 4e Revised, Volume 1 and Volume 2


Long in coming, GURPS Prime Directive 4e has been revised. This massive book (now 365 pages) has everything you need to game in the Star Fleet Universe. Powered by GURPS, this book includes information about the species inhabiting the Alpha Octant of the Milky Way Galaxy, including “normal” height and weight ranges. Information about the species of the Inter-Stellar...   [click here for more]
Amarillo Design Bureau  $49.95 $39.95

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The Wild Lands

The Wild Lands


Use the Wild Lands as a new area in your campaign to explore, or as the beginning of a new campaign. The map is detailed in natural featurers, and open for you to add ancient ruins, your own cities, roads and towns, or just leave it as a pristine new land for exploration. Suggested scale is 5-50 miles per hex. Prints at 300 dpi on 8.5x11 standard paper, full color, or to your own desired scale. ...   [click here for more]
Wydraz  $2.95 $1.25

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How to Be a GURPS GM

How to Be a GURPS GM


The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the...   [click here for more]
Steve Jackson Games  $10.99

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GURPS Federation

GURPS Federation


The galactic good guys have a book dedicated to them and the United Federation of Planets. With background on the history, politics, and culture, you will have everything you need to play campaigns set during any time period. Want to be part of a budding colony? There is information about the process of colonization. There is a new template for an experienced Federation Marshal so that players have...   [click here for more]
Amarillo Design Bureau  $25.95 $19.95

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GURPS Space

GURPS Space


The Future Is Yours! It's the ultimate toolkit for building strange new worlds and alien civilizations. GURPS Space puts campaign-planning advice and space science at your fingertips, so you can create a setting that is plausible and fun! Does your game feature gritty asteroid miners, or blaster-waving fighter jocks? Choose the space travel and technology that give the...   [click here for more]
Steve Jackson Games  $24.99

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GURPS Powers

GURPS Powers


Save the World . . . or Destroy It! GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods! Written by GURPS...   [click here for more]
Steve Jackson Games  $24.99

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Transhuman Space Classic

Transhuman Space Classic


It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotech has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking...   [click here for more]
Steve Jackson Games  $16.99

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GURPS Spaceships

GURPS Spaceships


Three, two, one . . . Blast off! GURPS Spaceships is the long-awaited companion to GURPS Space, presenting rules for TL7-12 spacecraft, from tiny lifeboats to giant dreadnoughts. It covers spaceship design, travel, and operations, along with a (mapless) space combat system. The ship design and operation rules in GURPS Spaceships...   [click here for more]
Steve Jackson Games  $10.99

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War Machines

War Machines


In the not so distant future mankind will create such engines of death and destruction that even the heavens will tremble at their might. Giant walking War Machines such as Battle Mecha, remote controlled combat drones, and cunning robots will take over the battlefield as mankind seeks to wage war at arms length. This package of virtual tabletop tokens brings to the table a range of 3D rendered...   [click here for more]
WyldFurr  $9.95

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GURPS Classic: Time Travel

GURPS Classic: Time Travel


Anything Can Happen! GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published. Winner of the 1991 Origins Award...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Best of Pyramid 1

GURPS Classic: Best of Pyramid 1


GURPS fans, rejoice! This 128-page book reprints 19 of the best GURPS items from the print issues of Pyramid Magazine. Now you can get these rare articles in one place . . . updated by Pyramid editor Steven Marsh. Included are the popular campaign setting "Sprockets," high-powered rules like "Brain Hacking" and "Willful Weapons," source info like "Low-Tech...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Cyberpunk

GURPS Classic: Cyberpunk


Welcome to a world on the edge. GURPS Cyberpunk brings the gritty chrome-and-plastic streets of the cyberpunk future to the world of GURPS! Cyberpunk is the genre of man plus machine – a dystopian fusion of the visions of George Orwell and Timothy Leary. It presents challenges far beyond that of the standard "loot the dungeon" themes –...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Psionic Powers

GURPS Psionic Powers


Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. You can use the abilities as presented, confident that they are built from -- and entirely compatible with -- the rest of the GURPS Fourth Edition character-creation...   [click here for more]
Steve Jackson Games  $11.99

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GURPS Classic: Terradyne

GURPS Classic: Terradyne


Terradyne! In the 22nd century, the mighty interplanetary conglomerate is the unchallenged ruler of extraterrestrial space. Its only rival for control of the solar system is the UPOE, the global government of the teeming and environmentally-threatened Earth. Will Terradyne use its economic and technological superiority to save Earth, or destroy it? GURPS Terradyne is a detailed and realistic...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Space Atlas

GURPS Classic: Space Atlas


Strange New Worlds The Space Atlas is your guide to the 28 star systems of the Old Frontiers Sector. On the edge of explored space, you'll find the bazaars of Bollux, the rival religious fanatics of Bannar and Drayhoah, the carnivorous plants of Talismans . . . adventures galore. Each world description includes a complete Planetary Record Sheet, with an overview of the...   [click here for more]
Steve Jackson Games  $2.99

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GURPS Classic: Flight 13

GURPS Classic: Flight 13


An Unscheduled Layover IN HELL Ladies and gentlemen, we regret to announce that Flight 13 will not be proceeding to your destination at this time. In fact, we won't be proceeding at all. And neither will you. Suddenly, the routine of air travel becomes anything but routine. Only the wits and courage of the passengers, and the minimal equipment they can carry, give any chance for...   [click here for more]
Steve Jackson Games  $3.00

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GURPS Classic: Villains

GURPS Classic: Villains


A pirate said to Alexander the Great, "Because I have only one ship, I am called a pirate. Because you have a great navy, you are called an Emperor." Villains. Where would the heroes be without them? Probably unemployed. The hero may be the star of his story, but it takes a prize villain to bring out the best in him! GURPS Villains is a compilation of dastardly foes from...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Template Toolkit 2: Races

GURPS Template Toolkit 2: Races


Humans Are Only A Suggestion A big part of what makes a game world interesting is its inhabitants – especially the nonhumans. This doesn't just mean the elves and dragons of fantasy, the aliens and robots of science fiction, the zombies and werewolves of horror, and the "toons" of animated features . . . GURPS lets you define real-world animals, plants, and machines...   [click here for more]
Steve Jackson Games  $10.00

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GURPS Classic: Ultra-Tech

GURPS Classic: Ultra-Tech


Welcome to the Future! GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the near future to the farthest reaches of imagination. Ultra-Tech is an invaluable companion for GURPS Space or any GURPS campaign that needs incredible technological equipment. Used with GURPS...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Supers

GURPS Supers


Men Like Gods The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of their most popular genres - and...   [click here for more]
Steve Jackson Games  $14.99

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GURPS Classic: Space Atlas 2

GURPS Classic: Space Atlas 2


Space, Incorporated Welcome to the Corporate Worlds, where everything is for sale. If you have enough credit, you can buy a planet. If you're shrewd and efficient, you can make a profit from it. And if you can hire enough mercenaries, you may be able to keep it. This Space Atlas is your guide to the 25 star systems of the Corporate Worlds sector. Each...   [click here for more]
Steve Jackson Games  $2.99

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GURPS Classic: Space Atlas 4

GURPS Classic: Space Atlas 4


Chaos at the Galaxy's Edge! This double-sized Space Atlas is your guide to two of the worst neighborhoods in the galaxy – the divided Phoenix Sector and the chaotic Saga Sector. Forty-nine systems are presented with detailed descriptions of planets, a populated asteroid belt, and the mysterious Phoenix Nebula. This is the most flexible Space Atlas so far. You can...   [click here for more]
Steve Jackson Games  $8.00

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GURPS Classic: Space Atlas 3

GURPS Classic: Space Atlas 3


Worlds of the Great Spiral This is your guide to the confederate worlds of the Great Spiral Sector. Each world description includes a complete Planetary Record Sheet, with an overview of the whole star system and a detailed description of the planet itself, using the GURPS Space format . . . planetary map, atmosphere and gravity, day and year length. Also covered are population,...   [click here for more]
Steve Jackson Games  $2.99

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GURPS Classic: Aliens

GURPS Classic: Aliens


We Are Not Alone! In fact, every time we open the airlock, we meet a new race . . . GURPS Aliens presents over two dozen new races for your campaign! Use them in any science fiction adventure . . . or fantasy, or horror. Or, if you're tired of throwing the same old metavillains at your GURPS Supers players, these alien allies, foes, and technology...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Space Bestiary

GURPS Classic: Space Bestiary


The Extraterrestrial Zoo In the outer reaches of the galaxy, life can take weird forms indeed. The GURPS Space Bestiary presents over 300 extraterrestrial creatures for the science fiction roleplaying campaign. In addition to strange and dangerous variations on earthly animals, this book contains examples of silicon life, crystalline creatures, energy and liquid beings,...   [click here for more]
Steve Jackson Games  $4.99

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GURPS Classic: Space

GURPS Classic: Space


The Future is Yours! GURPS Space is the star-spanning sourcebook for GURPS – now revised and expanded for its third edition. In the 160 pages of GURPS Space, you'll find: Scientifically accurate and up-to-date rules for creating star systems and planets . . . either randomly or to fit a specific campaign. Detailed...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Infinite Worlds

GURPS Infinite Worlds


Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and...   [click here for more]
Steve Jackson Games  $24.99

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Transhuman Space Classic: Deep Beyond

Transhuman Space Classic: Deep Beyond


The Edge of Nowhere The Deep Beyond is the solar system's final frontier. A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries -- and outlaws. Deep Beyond includes: Expanded descriptions of the asteroids, gas giants, moons, and comets of the outer system. Visit the gas mines of Saturn...   [click here for more]
Steve Jackson Games  $11.99

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Transhuman Space Classic: High Frontier

Transhuman Space Classic: High Frontier


"One giant leap for mankind . . ." In the year 2100, Earth-Lunar space is the most densely populated area of the solar system outside Earth itself. Come visit: Earth orbit, buzzing with busy space factories, bustling spaceports, under the watchful eye of rival orbital weapons platforms. But the biggest danger is not the threat of war but the ravages of 150 years of space junk, moving at 25,000...   [click here for more]
Steve Jackson Games  $9.99

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GURPS Classic: Atomic Horror

GURPS Classic: Atomic Horror


Watch the Skies! Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! Only you can defend humanity, civilization, and the American Way from these terrible horrors. GURPS Atomic Horror contains everything you need to roleplay the science-fiction and horror movies of the 1950s. The campaign can be as scary as The...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Autoduel

GURPS Classic: Autoduel


GURPS Autoduel was one of the first worldbooks ever published for the GURPS system - over ten years ago! Its post-apocalyptic world, based on the classic Car Wars boardgame, was a fan favorite as players faced a world devastated by war, famine and despair . . . on lawless highways where the right of way went to the biggest...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Robots

GURPS Classic: Robots


GURPS Robots contains detailed rules for designing, building, and playing robots – from the tiniest nanobots to the mightiest megabots. You can create cyborgs, androids, and even biomorphs – deadly fluid-metal machines that can take any shape. The advanced design rules are compatible with GURPS Vehicles, 2nd Edition....   [click here for more]
Steve Jackson Games  $7.99

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GURPS Infinite Worlds: Lost Worlds

GURPS Infinite Worlds: Lost Worlds


As the core setting of GURPS Fourth Edition, GURPS Infinite Worlds packed a lot of details about the endless universe. But you can't pack infinite information into a finite form -- some material just won't fit. GURPS Infinite Worlds: Lost Worlds is a collection of timelines we couldn't squeeze into GURPS Infinite...   [click here for more]
Steve Jackson Games  $4.99

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GURPS Classic: Cyberworld

GURPS Classic: Cyberworld


Life is Cheap on the Edge So, paryeni, you think you got what it takes to live on the Edge. Lots of livewires think so. Most of them wind up rotting in the body banks. We'll see . . . we'll see. GURPS Cyberworld is your guide to the world of the One-and-Twenty, where the United States is under the totalitarian hold of the Provisional Government, the cities are...   [click here for more]
Steve Jackson Games  $7.99

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GURPS After the End 2: The New World

GURPS After the End 2: The New World


It's Hellish but It's Home Civilized society is a thing of the past. Murderous creatures lurk around every corner. Even the environment itself seems out to get you. The worst thing you can do is travel into the wastes unprepared. The only way to survive is to know what hazards you'll be facing and how to overcome them. And GURPS After the End 2: The New World has...   [click here for more]
Steve Jackson Games  $9.99

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Transhuman Space Classic: Orbital Decay

Transhuman Space Classic: Orbital Decay


Vandegrift Station, a top-secret orbital research lab, has suddenly stopped all transmissions. Why has the station gone silent? Where did all the bio-tech researchers go? What's that clawing at the airlock? Transhuman Space: Orbital Decay includes maps and stats of a typical orbital facility, character descriptions, and an adventure for up to six 200-point Transhuman...   [click here for more]
Steve Jackson Games  $2.99

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GURPS Classic: Psionics

GURPS Classic: Psionics


Mind Over Matter Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics. Psionics is the ultimate sourcebook for psi powers. It includes a...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Power-Ups 1: Imbuements

GURPS Power-Ups 1: Imbuements


The Power is Within You! Ever wanted your character to pick up a sword - any sword - and make it a "flaming sword"? How about a gunfighter who could pick up any pistol and bypass armor without changing ammo? Now you can! Sean "Dr. Kromm" Punch has written GURPS Power-Ups 1: Imbuements specifically to address this ability. With skills falling...   [click here for more]
Steve Jackson Games  $4.99

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Making Fire Feel Real

Making Fire Feel Real


Does your game need a little spark to ignite the imagination? How about some kindling to stoke the flames of action? Then you are probably burning for a book like this! Making Fire Feel Real is all about educating you on how fire actually behaves, the consequences of what happens when it is misused, and how to describe a swift burning victory! From high fantasy to modern and even future settings,...   [click here for more]
Third I Games  $2.99

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GURPS Adaptations

GURPS Adaptations


Your Favorite Worlds – GURPSified! GURPS is a fun, flexible system, useful in every kind of genre. Now, GURPS Adaptations takes that toolkit and shows you how to build your favorite fictional settings. With six examples ranging from the Odyssey to Dracula, GURPS Adaptations will guide you and your...   [click here for more]
Steve Jackson Games  $9.99

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GURPS After the End 1: Wastelanders

GURPS After the End 1: Wastelanders


New Heroes for a New World They say that life used to be easy, back before The End. People were civilized, food was abundant, and freakish monstrosities weren't trying to kill everyone. That all sounds so utopian, so peaceful . . . so boring! GURPS After the End 1: Wastelanders lets you create bold adventurers who journey forth to explore and thrive in a post-apocalyptic...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Spaceships 2: Traders, Liners, and Transports

GURPS Spaceships 2: Traders, Liners, and Transports


Taking Care of Business . . . Intrepid space traders struggling to make a fortune - or just a living - by carrying freight and passengers between the stars are a staple of science fiction. GURPS Spaceships 2 provides statistics and descriptions for dozens of interplanetary and interstellar commercial vessels, from tiny shuttlecraft and rugged tramp freighters to the sleek...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Ultra-Tech 2

GURPS Classic: Ultra-Tech 2


Hard-Core Hardware GURPS Ultra-Tech 2 features 128 pages of new gadgets and technologies for use with GURPS Space, GURPS Supers, and GURPS Cyberpunk campaigns. Inside you'll find: Deadly new weapons - from gatling carbines and Gauss shotguns to squirt pistols and killer nanomachines. Also included are extra options...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Classic: Cyberpunk Adventures

GURPS Classic: Cyberpunk Adventures


Flesh, Chrome, and Circuitry The gritty world of GURPS Cyberpunk is filled with danger, violence and exotic beauty. This book presents three adventures that capture the dark essence of life in the streets of the all-too-near future. Each adventure offers challenging puzzles, mysterious encounters and heart-stopping action. The Medusa Sanction sends a group of agents...   [click here for more]
Steve Jackson Games  $7.99

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AADA Road Atlas V1: The East Coast

AADA Road Atlas V1: The East Coast


Civilization Is A Relative Term The East Coast is easily the tamest, safest, most fully recovered region in the United States. There are even a few areas where weapons aren't necessary! But the region is still dangerous, perhaps more so because of the sense of false security that is so easily developed. How can you tell the safe stretches of highway from the ambushes? Consult . . . The...   [click here for more]
Steve Jackson Games  $2.99

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GURPS Spaceships 8: Transhuman Spacecraft

GURPS Spaceships 8: Transhuman Spacecraft


The Future Is Sooner Than You Think If you're planning an interplanetary trip to a transhuman tomorrow, there's no time like the present! GURPS Spaceships 8: Transhuman Spacecraft updates the vessels and spacefaring information from the Transhuman Space setting to the GURP S Spaceships system. It includes dozens of new...   [click here for more]
Steve Jackson Games  $7.99

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GURPS Spaceships 5: Exploration and Colony Spacecraft

GURPS Spaceships 5: Exploration and Colony Spacecraft


Explore Uncharted Stars! With these vessels of metal and plastic and a crew of hearty souls, ancient dreams of roaming the cosmos can be made real! GURPS Spaceships 5: Exploration and Colony Spacecraft is a toolkit that gives GMs the ships and game mechanics needed for campaigns focusing on deep-space exploration. It includes GURPS Spaceships statistics...   [click here for more]
Steve Jackson Games  $7.99

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Transhuman Space Classic: In The Well

Transhuman Space Classic: In The Well


In the Inner System, the worlds are closer together. Hotter. Full of promise and adventure. This book includes: A detailed history of Mars, from the robot probes of the early 21st century, to the first manned landing in 2026, through the illegal terraforming plagues created by the Ares Conspiracy. The uneasy truce on Mercury, where precious metal and abundant energy draw greedy eyes. The stifling...   [click here for more]
Steve Jackson Games  $9.99

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Transhuman Space: Changing Times

Transhuman Space: Changing Times


Welcome to the Future . . . In the coming decades, genetic engineering, artificial intelligences, and nanotechnology will transform humanity. Earth will no longer confine us. Space tourism, Moon and asteroid mining, a permanent settlement on Mars: all are dreams poised to take flight. A strange new world will unfold - a nightmare to some, a paradise to others. Transhuman Space...   [click here for more]
Steve Jackson Games  $9.99

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