A summary of which books are in use and which options from those books will be used.
- GURPS Characters
- GURPS Campaigns
- GURPS Power-Ups 1: Imbuements
- GURPS Power-Ups 2: Perks
- GURPS Power-Ups 3: Talents
- GURPS Magic
- GURPS Magic: Plant Spells
- GURPS Martial Arts
- GURPS Low Tech
- GURPS Tactical Shooting
- GURPS Powers
- GURPS Powers: Divine Favor
- GURPS Dungeon Fantasy 1: Adventurers
- GURPS Dungeon Fantasy 2: Dungeons
- GURPS Dungeon Fantasy 3: The Next Level
- GURPS Dungeon Fantasy 4: Sages
- GURPS Dungeon Fantasy 5: Allies
- GURPS Dungeon Fantasy 6: 40 Artifacts
- GURPS Dungeon Fantasy 7: Clerics
- GURPS Dungeon Fantasy 8: Treasure Tables
- GURPS Dungeon Fantasy 9: Summoners
- GURPS Dungeon Fantasy 10: Taverns
- GURPS Dungeon Fantasy 11: Power-Ups
- GURPS Dungeon Fantasy 12: Ninjas
- GURPS Dungeon Fantasy 13: Loadouts
- GURPS Dungeon Fantasy 14: Psi
- Pyramid 3/10: Crime and Grime
- The Justicar is allowed.
- Pyramid 3/13: Thaumatology
- The Mystic Knight is allowed.
- Pyramid 3/34: Alternate GURPS
- He Who Hesitates and Grazes from Ten Tweaks to Customize Combat. See the House Rules for a detailed explanation.
- Pyramid 3/36: Dungeon Fantasy
- The Demolisher, Musketeer, and Saints and Sword-Saints are allowed.