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Bank of Upper Canada

The Bank of Upper Canada was established in 1821 under a charter granted by the legislature of Upper Canada in 1819 to a group of Kingston merchants. The charter was appropriated by the more influential Executive Councillors to the Lt. Governor, the Rev. John Strachan and William Allan, and moved to Toronto. The bank was closely associated with the group that came to be known as the Family Compact, and it formed a large part of their wealth. The association with the Family Compact and its underhanded practices made Reformers, including Mackenzie, regard the Bank of Upper Canada as a prop of the government. Complaints about the bank were a staple of Reform agitation in the 1830s because of its monopoly and aggressive legal actions against debtors.

Bank of the Family Compact
The first Bank of Upper Canada was located on the south-east corner of King and Frederick streets in York, Upper Canada (later Toronto, Canada West). York was then too small for a bank, and its promoters were unable to raise even the minimal 10% of the £200,000 authorized capital required for start-up. The bank succeeded only because its promoters had the political influence to have that minimum reduced by half, and the provincial government subscribed for 2000 of its 8000 shares. The lieutenant-governor appointed four of the bank's fifteen directors, making for a tight bond between the nominally private company and the state. Despite the tight bonds, the Receiver General, the reform-leaning John Henry Dunn, refused to use the bank for government business.

The bank's principal promoters were the Rev. John Strachan and William Allan. William Allan, who became president, was also an Executive and Legislative Councillor. He, like Strachan, played a key role in solidifying the Family Compact and ensuring its influence within the colonial state. Forty-four men served as bank directors during the 1830s; eleven of them were executive councillors, fifteen of them were legislative councillors, and thirteen were magistrates in Toronto. More importantly, all 11 men who had ever sat on the Executive Council also sat on the board of the bank at one time or another. Ten of the men also sat on the Legislative Council. The overlapping membership on the boards of the Bank of Upper Canada and on the Executive and Legislative Councils served to integrate the economic and political activities of the church, state, and the "financial sector." The overlapping memberships reinforced the oligarchic nature of power in the colony and allowed the administration to operate without any effective elective check. Henry John Boulton, the solicitor general, author of the bank incorporation bill and the bank's lawyer, admitted the bank was a "terrible engine in the hands of the provincial administration."

William Lyon Mackenzie, the Reform politician and newspaper publisher, was the first to demonstrate the nature of that oligarchic power by showing that the government, its officers, and legislative councillors owned 5,381 of its 8,000 shares. Once elected to the House of Assembly, he criticized the Bank's lack of transparency and accountability to the legislature.

Bank officers of the Family Compact

 * William Allan (1822–1835)
 * William Proudfoot (1835–1861)
 * Thomas Gibbs Ridout, cashier (general manager) (1822–1861)
 * Henry John Boulton, lawyer (1825-1833)

The "Pretended Bank" (at Kingston) and the Commercial Bank of the Midland District
The Bank of Upper Canada at York (Toronto) had obtained its charter at the expense of the larger, more economically developed town of Kingston. Deprived of their charter, they established an unchartered bank in 1818 supported with American capital. The government refused to accept its notes given its American ties, and it went bankrupt in 1822. After its failure, the Bank of Upper Canada used all of its influence to prevent any other bank from being chartered in the province. The monopoly was crucial to keeping its notes in circulation and boosting its profits. It succeeded only until 1832, when the Commercial Bank of the Midland District was chartered finally giving Kingston the bank it desired.

Banknotes
Paper currency was a banking innovation in the era. It had been experimented with to fund the American Revolutionary War but had devalued badly, leading to general distrust of banknotes. Banknotes then were not legal tender, issued by a state bank. They were, rather, similar to cheques written by the bank promising to pay the bearer with "real" (usually metallic) money, or specie, if they returned the cheque to the bank. Any bank that could not redeem its banknotes with specie was forced to close for good.

The Bank of Upper Canada was able to lend out many more banknotes than it had the cash to redeem because Upper Canada was a specie-poor province, and the notes would pass from hand to hand to enable trade without ever being returned to the bank. On average, the bank lent out more than three times more banknotes than it could redeem; it made 6% interest on each note that it loaned out.

The bank's manager, Thomas Ridout, estimated that in the first three years of its operation, the bank's notes comprised between 74 and 77% of the province's money supply. Between 1823 and 1837, its profit on paid in capital ranged between 3.6% (1823) and 16.5% (1832) at a time when the maximum legal interest rate was 6%.

The Bank of Upper Canada suspended payments from March 5, 1838 to November 1, 1839 during the financial panic of that year. It was bankrupt, but a special act of legislature allowed it to continue operating without having to repay its loans with specie. The bank was a small operation, which, like many other early Canadian banks, collapsed in 1866.

The financial panic of 1836-8
On 10 July 1832, President Andrew Jackson vetoed the bill for the rechartering of the Second Bank of the United States, arguing that it was utilized by a "moneyed aristocracy" to oppress the common man. The same complaint was lodged by the Reformers against the Bank of Upper Canada, which served a similar role. The dismantling of the bank plunged the Anglo-American world into an enormous depression (1836-8) that was worsened by bad wheat harvests in Upper Canada in 1836. Farmers were unable to pay their debts. Most banks, including the Bank of Upper Canada,- suspended payments (i.e. declared bankruptcy) by July 1837 and requested government support. While the banks received government support, ordinary farmers and the poor did not.

Bank Wars (1835-1838)
The Bank of Upper Canada was the subject of almost continuous political attack. Shortly after its founding, Reform critic William Lyon Mackenzie published a series of articles on how speculative the Bank's loan practices were, and how close to bankruptcy it was. That resulted in an event, now known as the Types Riot, in 1826 in which the clique of Bank officers dubbed the Family Compact destroyed Mackenzie's printing press. Mackenzie, a bank critic, pushed for a non-speculative "hard money" policy where the bank loaned out only money that it actually had.

Until 1835, all banks in Upper Canada required a legislative charter. Reformers tried several legislative strategies to get their own bank, including attempts to incorporate credit unions such as the Farmers' Storehouse company. That came to an end in 1835 when Charles Duncombe produced a "Report on Currency" for the Legislative Assembly, which demonstrated the legality of the Scottish joint-stock bank system in Upper Canada.

The difference between the English chartered banks and the Scottish joint stock banks is that the Scottish banks were considered partnerships and hence didn't need a legislated Act in order to operate. The joint stock banks thus lacked limited liability, and every partner in the bank was responsible for the bank's debts to the full extent of their personal property. The chartered banks, in contrast, protected their shareholders with limited liability and hence from major loss; they thus encouraged speculation. The Scottish joint-stock banks followed a "hard money policy." They avoided speculative risk because if they failed, their shareholders were responsible for the full loss. Since the banks did not require a legislated charter, many more banks could be founded, and they were more competitive and freer from political influence and corruption.

Duncombe's report opened the gate for many new competitive banks to enter the market - just as the entire Anglo-American financial system was coming apart at the seams in a financial panic lasting until after the Rebellions of 1837. The Bank of Upper Canada survived only because of its influence on government.

The joint-stock banks
Following Duncombe's report, the Farmers' Bank and the Bank of the People were founded on a joint stock basis, until the Family Compact conspired to make new ones illegal in 1838.

The end of monopoly
The monopoly of the Bank of Upper Canada had been slowly eroding with the chartering of the Commercial Bank, and then the joint-stock banks. The Act to outlaw further joint-stock banks in 1838 again tilted towards monopoly. However, in 1841 the Bank of Montreal, long seeking an entry into Upper Canada, purchased the Bank of the People and quickly began to expand its branch network. The Bank of British North America also entered the provincial market around that time.

As a result, the Bank changed its strategy and in 1850 it became the official bank of the Province of Canada, collecting all government revenue and issuing all government cheques.

By 1863, the bank was struggling; in 1866 the Bank of Upper Canada closed its doors; the stockholders lost all of their investment of more than $3 million, and over $1 million dollars in taxpayers money was also lost.

Remaining buildings
The 1827 Bank of Upper Canada Building, its second headquarters, still exists, located on Toronto's Adelaide St East. It has been designated a National Historic Site of Canada. Designed by architect William Warren Baldwin, 1825–27, the bank resembled a London townhouse with a Doric portico.

The Toronto building is on the Registry of Historical Places of Canada, along with two branches. The 86 John Street branch in Port Hope, Ontario, built in 1857 and the 46 West Street branch in Goderich, Ontario, built in 1863.

title: Bank of Upper Canada


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Krakovany

Krakovany may refer to places:

 * Krakovany, Piešťany, a municipality and village in Slovakia
 * Krakovany (Kolín District), a municipality and village in the Czech Republic

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Krakovany


text:
Category:Extinct animals

This category lists animals that are extinct according to Wikipedia's conservation status categories. Taxa which died out before 1500 should be listed in the relevant subcategory of Category:Prehistoric animals rather than in this category.

title: Category:Extinct animals


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List of GURPS books

[[Image:GURPS Layers.jpg|frame|A rough breakdown of [[GURPS]] books. Bottom tier are core books necessary to play, moving up to least necessary.

Using resources from further up the stack requires less preparation work on the part of the game master.]] This is a listing of the publications from Steve Jackson Games and other licensed publishers for the GURPS role-playing game.

Core books
These are the books necessary to play, with the core rules used in all settings (GURPS Basic Set: Characters and Campaigns), plus basic accessories.

 * GURPS Basic Set: Characters

 * GURPS Basic Set: Campaigns

 * GURPS GM's Screen

Free core books

 * GURPS Lite
 * A 32-page introduction to the rules of GURPS based on the core rules in the GURPS 4e Basic Set (mainly Characters). It includes basic character creation with advantages, disadvantages, skills and equipment, as well as some rules for playing. It is freely available, as a PDF from the Steve Jackson Games website Warehouse 23. It is a supplement to some GURPS books.
 * Unlike the 3E version of GURPS Lite, this did not include Magery or any spells, but does include the new "Jumper" Advantage.

 * GURPS Ultra-Lite
 * Core GURPS rules condensed to a single page. Freely available as a PDF from the Steve Jackson Games website Warehouse 23.

 * GURPS Update
 * The official conversion guide from 3rd to 4th edition, released as a free PDF file. It is also included in the purchaseable GM's screen.

Rules supplements
These books detail general rules not used in all possible campaign, such as rules for magic spells, for superpowers and for martial arts, and also state-based treatments of cities, military units and other organizations.

 * GURPS Boardroom and Curia (PDF) by Matt Rigsby

 * GURPS City Stats (PDF) by William H. Stoddard

 * GURPS Gun Fu (PDF) by S. A. Fisher, Sean Punch, and Hans-Christian Vortisch

 * GURPS Magic
 * Magic rules from the Basic set are expanded, detailing a large number of spells, and rules for alternative magic systems, magic item creation, alchemy etc.

 * GURPS Martial Arts by Peter Dell'Orto
 * Includes new perks, skills, techniques, styles, weapons, and extended combat and injury rules, as well as history on the martial arts, pregenerated NPCs, and ideas for martial-arts campaigns.

 * GURPS Mass Combat (PDF), by David Pulver
 * Gives rules for large-scale battles between military units, as well as allowing for the actions of player characters.

 * GURPS Powers by Sean Punch
 * Extends the basic character creation rules to better handle high powered characters, and allow highly detailed customization of powers in which each power consists of a range of abilities (ie, advantages) and a talent, with a "source" and a "focus", adding color and helping to tie together the abilities, and an additional "power modifier" that acts like an enhancement (rare) or limitation to the power as a whole.

 * GURPS Realm Management (PDF) by Christopher R. Rice

 * GURPS Social Engineering (PDF) by William H. Stoddard
 * GURPS Social Engineering: Back to School (PDF) by William H. Stoddard
 * GURPS Social Engineering: Pulling Rank (PDF) by Sean Punch
 * GURPS Social Engineering: Keeping in Contact (PDF) by Kelly Pedersen

 * GURPS Tactical Shooting by Hans-Christian Vortisch

 * GURPS Thaumatology by Phil Masters
 * Extends further the rules about magic, adding ceremonial, spirit, runic, freeform, material (alchemy, herbalism), and real-world-inspired magic.
 * GURPS Thaumatology: Chinese Elemental Powers (PDF) by William H. Stoddard
 * GURPS Thaumatology: Magical Styles (PDF) by Sean Punch
 * GURPS Magical Styles: Dungeon Magic (PDF) by Sean Punch
 * GURPS Magical Styles: Horror Magic (PDF) by Sean Punch
 * GURPS Thaumatology: Ritual Path Magic (PDF) by Jason "PK" Levine
 * GURPS Thaumatology: Sorcery (PDF) by Jason "PK" Levine
 * GURPS Sorcery: Sound Spells (PDF)
 * GURPS Thaumatology: Urban Magics (PDF) by William H. Stoddard

Power-Ups
These supplements add a small set of new abilities for characters.
 * GURPS Power-Ups 1: Imbuements (PDF)
 * GURPS Power-Ups 2: Perks (PDF)
 * GURPS Power-Ups 3: Talents (PDF)
 * GURPS Power-Ups 4: Enhancements (PDF)
 * GURPS Power-Ups 5: Impulse Buys (PDF)
 * GURPS Power-Ups 6: Quirks (PDF)
 * GURPS Power-Ups 7: Wildcards (PDF)
 * GURPS Power-Ups 8: Limitations (PDF)
 * GURPS Power-Ups 9: Alternate Attributes (PDF)

Aliens

 * GURPS Aliens: Sparrials (PDF)

Creatures of the Night
These handbooks describe monsters and creatures. All volumes are written by Jason "PK" Levine and Scott Paul Maykrantz; volumes 1-4 illustrated by Scott Paul Maykrantz.
 * GURPS Creatures of the Night, Volume 1 (PDF)
 * GURPS Creatures of the Night, Volume 2 (PDF)
 * GURPS Creatures of the Night, Volume 3 (PDF)
 * GURPS Creatures of the Night, Volume 4 (PDF)
 * GURPS Creatures of the Night, Volume 5 (PDF), illustrated by Dan Smith (artist)

Dragons

 * GURPS Dragons (3rd Edition with 4th Edition appendix) by Phil Masters, illustrated by Alex Fernandez

Fantasy Folk

 * GURPS Fantasy Folk: Elves (PDF)

Technology and equipment
These handbooks describe the data, in terms of GURPS, of specific objects, gadgets and vehicles, and how to construct new ones.
 * GURPS Bio-Tech, second edition, by David Pulver and David Morgan-Mar describes medical techniques and enhancements, and modified life forms.
 * GURPS High-Tech, second edition, by Hans-Christian Vortisch, S.A. Fisher and Michael Hurst, describes technologies from the invention of gunpowder to the present day.
 * GURPS Low-Tech, second edition, by William H. Stoddard, Matt Riggsby, Peter V. Dell'Orto and Dan Howard
 * GURPS Ultra-Tech, second edition, by David Pulver describes technologies from the near future onwards.

Spaceships
These handbooks give a streamlined method for spacecraft construction and combat. Volumes 1 through 8 written by David Pulver.

 * GURPS Spaceships (PDF) - describes the basic design and combat system.
 * GURPS Spaceships 2: Traders, Liners, and Transports (PDF) - concentrates on the economics of merchant spacecraft.
 * GURPS Spaceships 3: Warships and Space Pirates (PDF)
 * GURPS Spaceships 4: Fighters, Carriers, and Mecha (PDF)
 * GURPS Spaceships 5: Exploration and Colony Spacecraft (PDF)
 * GURPS Spaceships 6: Mining and Industrial Spacecraft (PDF)
 * GURPS Spaceships 7: Strange and Alien Spacecraft (PDF)
 * GURPS Spaceships 8: Transhuman Spacecraft (PDF) - spacecraft taken from the Transhuman Space setting

Genre toolkits
These books describe how to design and play campaigns in a particular genre, such as fantasy, science fiction or detective fiction.
 * - This toolkit covers creation of different types of fantasy settings include "High" and "Low", "Dark" and "Light", Swords and Sorcery, and Myth; it also covers typical fantasy races and non-standard settings, such as "Roma Arcana", based on a fantastical Rome that never completely fell. It was a nominee at the 2005 Origins Award for Best Roleplaying Game.
 * Provides time-tested advice on running horror campaigns including current trends and tropes, showing how to run everything from old-fashioned Gothic and supernatural horror to the latest J-horror, survival horror, and torture horror.
 * - A PDF file and POD release about detective fiction based adventures and campaigns, crime scenes, and advanced rules for interrogating NPCs.
 * - Covers the planning and running of science fiction campaigns with special emphasis on the creation of star systems, worlds and alien races.
 * - Builds on GURPS Powers to describe powers, rules, and guidelines to run a superhero campaign.
 * GURPS Steampunk
 * These genre sourcebooks are all written by Phil Masters:

 * GURPS Steampunk 1: Settings and Style (PDF)
 * GURPS Steampunk 2: Steam and Shellfire (PDF)
 * GURPS Steampunk 3: Soldiers and Scientists (PDF)
 * GURPS Steampunk Setting: The Broken Clockwork World (PDF)
 * GURPS Vehicles: Steampunk Conveyances (PDF)

Hot Spots
These largely generic historical setting books are written by Matt Riggsby. The Sriwijaya supplement was written by Randy Huegele.
 * GURPS Hot Spots: Constantinople, 527-1204 A.D (PDF)
 * GURPS Hot Spots: Renaissance Florence (PDF)
 * GURPS Hot Spots: Renaissance Venice (PDF)
 * GURPS Hot Spots: The Silk Road (PDF)
 * GURPS Hot Spots: Sriwijaya (PDF)

Locations
Gurps Locations is a series of 5 sourcebooks:
 * 1) Hellsgate
 * 2) Metro of Madness
 * 3) St. George's Cathedral
 * 4) The Tower of Octavius
 * 5) Worminghall

Original fictional settings
These supplements details how to design and play campaigns set in particular fictional settings, either specific to GURPS (such as "Banestorm", a fantasy setting, or "Infinite Worlds", about exploration of parallel universes) or independent of it (such as ;the Star Trek universe).

Infinite Worlds

 * GURPS Infinite Worlds
 * Winner of the 2005 Origins Award for Best Roleplaying Supplement.

 * GURPS Infinite Worlds: Britannica-6 (PDF) by Phil Masters
 * GURPS Infinite Worlds: Collegio Januari (PDF) by Kenneth Hite
 * GURPS Infinite Worlds: I.S.T. (PDF) by Kenneth Hite
 * GURPS Infinite Worlds: Lost Worlds (PDF) by Kenneth Hite
 * GURPS Infinite Worlds: Nightreign (PDF) by James Amaral and Joshua Lopez
 * GURPS Infinite Worlds: Worlds of Horror (PDF) by Kenneth Hite

Transhuman Space

 * Changing Times (PDF) updates the rules for compatibility with GURPS 4th edition. The following supplements are 4th edition-compatible:
 * Transhuman Space: Bioroid Bazaar (PDF)
 * Transhuman Space: Cities on the Edge (PDF)
 * Transhuman Space: Martial Arts 2100 (PDF)
 * Transhuman Space: Personnel Files 2-5 (PDF)
 * Transhuman Space: Shell-Tech (PDF)
 * GURPS Spaceships 8: Transhuman Spacecraft (PDF)
 * Transhuman Space: Transhuman Mysteries (PDF)
 * Transhuman Space: Wings of the Rising Sun (PDF)

Other original settings

 * , : Details a fantasy setting called Yrth in which standard fantasy tropes such as Wizards, Orcs, Elves, Dwarves are present, along with more unusual fantastic races like the Reptile Men. A basic premise of the setting is that magical banestorms pick up people, whole villages, etc. from other worlds (including Earth) and deposit them on Yrth.
 * GURPS Banestorm: Abydos by David Pulver
 * GURPS Horror: The Madness Dossier (PDF) by Kenneth Hite
 * GURPS Lands Out of Time (PDF) by Lizard - A setting that pits man against dinosaur.
 * GURPS Martial Arts: Gladiators (PDF) by Volker Bach and Peter Dell'Orto
 * GURPS Thaumatology: Age of Gold (PDF) by Phil Masters
 * GURPS Thaumatology: Alchemical Baroque (PDF) by Phil Masters
 * GURPS Zombies, a post-apocalypse world book first printed December 2013
 * GURPS Zombies: Day One first printed April 2015

Licensed fictional settings

 * GURPS Casey and Andy (PDF) - A setting inspired by the Casey and Andy webcomic by Andy Weir.
 * GURPS Prime Directive
 * One of the incarnations of the Prime Directive role-playing game, set in the Star Trek-derived Star Fleet Universe, together with its sourcebooks:

 * GURPS Prime Directive: Klingons
 * GURPS Prime Directive: Romulans
 * GURPS Tales of the Solar Patrol (PDF) by "Lizard"
 * GURPS Traveller: Interstellar Wars
 * Describes a period of the history of the science fiction Traveller setting, early in its history; includes rules for generating characters for the setting, starship design, interstellar trade, exploration, and ship-to-ship combat.

 * Girl Genius Sourcebook and Roleplaying Game, based on the Girl Genius webcomic by Studio Foglio
 * Vorkosigan Saga Sourcebook and Roleplaying Game
 * the sourcebook of Lois McMaster Bujold's Vorkosigan Saga.

Action
These supplements describe how to reduce GURPS to the essential abilities and rules you need to play in games inspired by action movies of the 1980s and beyond.
 * GURPS Action 1: Heroes (PDF)
 * GURPS Action 2: Exploits (PDF)
 * GURPS Action 3: Furious Fists (PDF)
 * GURPS Action 4: Specialists (PDF)
 * GURPS Action 5: Dictionary of Danger (PDF)
 * GURPS Action 6: Tricked-Out Rides (PDF)
 * GURPS Action 7: Mercenaries (PDF)
 * GURPS Action 8: Twists (PDF)
 * GURPS Action 9: The City (PDF)

Monster Hunters
These handbooks describe how to reduce GURPS Fourth Edition to the essential abilities and rules needed to play in a typical modern "Monster Hunting" type of game. Example settings include Buffy the Vampire Slayer, or Charles Stross's The Laundry series.

 * GURPS Monster Hunters 1: Champions (PDF)
 * GURPS Monster Hunters 2: The Mission (PDF)
 * GURPS Monster Hunters 3: The Enemy (PDF)
 * GURPS Monster Hunters 4: Sidekicks (PDF)
 * GURPS Monster Hunters 5: Applied Xenology (PDF)
 * GURPS Monster Hunters 6: Holy Hunters (PDF)
 * GURPS Monster Hunters Power Ups 1 (PDF)
 * GURPS Monster Hunters Encounters 1 (PDF)
 * GURPS Loadouts: Monster Hunters (PDF

Dungeon Fantasy
Steve Jackson Games produces two Dungeon Fantasy lines: GURPS Dungeon Fantasy uses the full GURPS system while the Dungeon Fantasy Roleplaying Game Powered by GURPS uses a modified subset of GURPS rules.

Dungeon Fantasy series
These handbooks describe how to reduce the system to the essential abilities and rules needed to play a typical Medieval Fantasy "dungeon crawl" style game.
 * 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 (PDF)
 * GURPS Dungeon Fantasy 6: 40 Artifacts (PDF)
 * GURPS Dungeon Fantasy 7: Clerics (PDF)
 * GURPS Dungeon Fantasy 8: Treasure Tables (PDF)
 * GURPS Dungeon Fantasy 9: Summoners (PDF)
 * GURPS Dungeon Fantasy 10: Taverns (PDF)
 * GURPS Dungeon Fantasy 11: Power-Ups (PDF)
 * GURPS Dungeon Fantasy 12: Ninjas (PDF)
 * GURPS Dungeon Fantasy 13: Loadouts (PDF)
 * GURPS Dungeon Fantasy 14: Psi (PDF)
 * GURPS Dungeon Fantasy 15: Henchmen (PDF)
 * GURPS Dungeon Fantasy 16: Wilderness Adventures (PDF)
 * GURPS Dungeon Fantasy 17: Guilds (PDF)
 * GURPS Dungeon Fantasy 18: Power Items (PDF)
 * GURPS Dungeon Fantasy 19: Incantation Magic (PDF)
 * GURPS Dungeon Fantasy 20: Slayers (PDF)
 * GURPS Dungeon Fantasy 21: Megadungeons (PDF)
 * GURPS Dungeon Fantasy 22: Gates (PDF)
 * GURPS Dungeon Fantasy 23: Twists (PDF)
 * GURPS Dungeon Fantasy Career Guide (PDF)
 * GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon (PDF)
 * GURPS Dungeon Fantasy Adventure 2: Tomb of the Dragon King (PDF)
 * GURPS Dungeon Fantasy Adventure 3: Deep Night and the Star (PDF)
 * GURPS Dungeon Fantasy Denizens: Barbarians (PDF)
 * GURPS Dungeon Fantasy Denizens: Swashbucklers (PDF)
 * GURPS Dungeon Fantasy Encounters 1: The Pagoda of Worlds (PDF)
 * GURPS Dungeon Fantasy Encounters 2: The Room (PDF)
 * GURPS Dungeon Fantasy Encounters 3: The Carnival of Madness (PDF)
 * GURPS Dungeon Fantasy Settings 1: Caverntown (PDF)
 * GURPS Dungeon Fantasy Settings 2: Cold Shard Mountains (PDF)
 * GURPS Dungeon Fantasy Monsters 1 (PDF)
 * GURPS Dungeon Fantasy Monsters 2: Icky Goo (PDF)
 * GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic  (PDF)
 * GURPS Dungeon Fantasy Monsters 4: Dragons (PDF)
 * GURPS Dungeon Fantasy Monsters 5: Demons (PDF)
 * GURPS Dungeon Fantasy Treasures 1: Glittering Prizes (PDF)
 * GURPS Dungeon Fantasy Treasures 2: Epic Treasures (PDF)
 * GURPS Dungeon Fantasy Treasures 3: Artifacts of Felltower (PDF)
 * GURPS Dungeon Fantasy Treasures 4: Mixed Blessings (PDF)
 * GURPS Fantasy-Tech 2: Weapons of Fantasy (PDF)
 * GURPS Magical Styles: Dungeon Magic (PDF)
 * Pyramid Dungeon Collection (Articles from Pyramid volume 1 and Pyramid volume 2, updated for GURPS Dungeon Fantasy and GURPS Fourth Edition)
 * Pyramid: Dungeon Fantasy Collected (Articles from Pyramid volume 3 for GURPS Dungeon Fantasy)

Dungeon Fantasy Roleplaying Game

 * Dungeon Fantasy Roleplaying Game Set Powered by GURPS. A boxed set with five books, two maps, cardboard figures, and dice.
 * Adventurers
 * Dungeon: I Smell a Rat
 * Exploits
 * Monsters
 * Spells

 * Dungeon Fantasy Companion 1 (compiles three stretch goals from the DFRPG Kickstarter)
 * Dungeon Fantasy Dungeon: Against the Rat-Men
 * Dungeon Fantasy Magic Items
 * Dungeon Fantasy Traps

 * Dungeon Fantasy Companion 2
 * Dungeon Fantasy Dungeon Planner
 * Dungeon Fantasy Fantastic Dungeon Grappling (produced by Gaming Ballistic LLC)
 * Dungeon Fantasy GM Screen
 * Dungeon Fantasy Magic Items 2
 * Dungeon Fantasy Monsters 2
 * Dungeon Fantasy Shields Up (produced by Gaming Ballistic LLC)
 * Dungeon Fantasy Delvers to Grow (produced by Gaming Ballistic LLC)
 * Delvers to Grow core book
 * Fast Delvers
 * Smart Delvers
 * Strong Delvers

Norðlond Sagas
A Viking-inspired setting produced by Gaming Ballistic LLC for the Dungeon Fantasy Roleplaying Game.
 * Hall of Judgement
 * The Citadel at Norðvörn
 * The Dragons of Rosgarth
 * Forest's End
 * Norðlondr Fólk
 * Hand of Asgard
 * The Crypt of Krysuvik
 * Norðlondr Óvinabókin: Bestiary and Enemies Book
 * The Bugstiary: A Norðlondr Bestiary Expansion
 * Garden of Evil: A Norðlondr Bestiary Expansion
 * Serpents of Legend: A Norðlondr Bestiary Expansion

Other free books for 4th Edition
There is a total of 28 free GURPS products given out as no-cost PDFs, in addition to the three above and one below, this includes:
 * 1) Infinite Worlds I.S.T.
 * 2) Magic Spell Charts released 15 February 2006
 * 3) Range Ruler
 * 4) Skill Categories released 24 June 2005
 * 5) Alphabet Arcane: Lost Serifs
 * 6) Combat Cards
 * 7) Lite Chinese
 * 8) Lite Interlingua
 * 9) Lite Italian
 * 10) Lite Korean
 * 11) Lite Lithuanian
 * 12) Lite Portuguese
 * 13) Martial Arts Techniques Cheat Sheet
 * 14) Space: Planetary Record and Worksheet
 * 15) Caravan to Ein Arris
 * 16) Caravan to Ein Arris 4th
 * 17) Transhuman Space: Teralogos News - 2100, Fourth Quarter
 * 18) Transhuman Space: Teralogos News - 2101, First Quarter
 * 19) Transhuman Space: Teralogos News - 2101, Second Quarter
 * 20) Transhuman Space: Teralogos News - 2101, Third Quarter
 * 21) Traveller: Flare Star
 * 22) In Nomine: A Very Nybbas Christmas
 * 23) Traveller Interstellar Wars Combat Counters
 * 24) Temple of the Lost Gods PDQ Conversion
 * 25) Advantages: A Compendium of Pregenerated Abilities (A PDF of Player Generated Advantages)

Core books

 * GURPS Basic Set, Third Edition, winner of the 1988 Origins Award for Best Roleplaying Rules.
 * GURPS Basic Set, Third Edition (Revised)
 * GURPS Compendium I
 * GURPS Compendium II
 * GURPS Lite (still offered for free as PDF on site, and in store )
 * GURPS Lite for Transhuman Space is also distributed freely, a copy of pages 207-238 is distributed as a free PDF.

Rules supplements

 * GURPS All-Star Jam 2004
 * GURPS Best of Pyramid 1 - First selection of articles from online gaming magazine Pyramid.
 * GURPS Best of Pyramid 2
 * GURPS Grimoire - A companion volume for GURPS Magic, describing hundreds of spells and two new Colleges, Gates and Techs.
 * GURPS Magic (for GURPS 3e)
 * GURPS Martial Arts (for GURPS 3e)
 * GURPS Players' Book (1988)

Characters and antagonists

 * GURPS Aliens, a collection of alien races.
 * GURPS Fantasy Folk, a collection of fantasy races.
 * GURPS Monsters, a collection of 48 monstrous characters including Tiamat, Bigfoot, Dracula, and original creations
 * GURPS Rogues, a book of templates
 * GURPS Supporting Cast
 * GURPS Villains
 * GURPS Warriors, a book of templates
 * GURPS Who's Who 1, a collection of 52 historical characters including Aristotle, Aaron Burr, Julius Caesar, William Shakespeare, and Nikola Tesla
 * GURPS Who's Who 2, a collection of 56 more historical characters
 * GURPS Wizards, a book of templates

Creatures

 * GURPS Blood Types, containing biographies and gaming statistics for 23 vampires and vampire-like beings, and guidelines on creating more for various campaign settings.
 * , describing original "modern horrors" (such as "Grue Beetles", "Netherpunks" and "Slitherwens").
 * GURPS Dinosaurs, giving game data for dinosaurs.
 * GURPS Dragons (3rd Edition with 4th Edition appendix), giving game information and data about dragons, also as player characters.
 * , giving character templates and campaign settings for adventures involving the Little people.
 * , describing several fantasy animals and plants.
 * GURPS Shapeshifters, about creation rules, game environments and sample characters for werewolves, Doppelgängers and other shapeshifters.
 * GURPS Space Bestiary, describing many fictional extraterrestrial creatures, including silicon-based, crystalline, energy and liquid beings.
 * GURPS Spirits, published 2001, a guide to fictional spirits from several cultures (angels, demons, djinn, dryads, ghosts etc.), with a possible system of spirit-based magic. This expands upon the Spirit rules from Undead and the Ritual Magic rules from Voodoo.
 * GURPS Undead, published 1998, a portion on the site describing several kinds of undead creatures (vampires, zombies etc.), with rules to create more and related topics.

Technology and equipment

 * GURPS Bio-Tech (for the 3e)
 * GURPS High-Tech (for the 3e)
 * GURPS Low-Tech (for the 3e) describes technologies and inventions up through the Age of Sail.
 * GURPS Magic Items 1
 * GURPS Magic Items 2
 * GURPS Magic Items 3
 * GURPS Modern Firepower
 * GURPS Robots
 * GURPS Steam-Tech
 * GURPS Ultra-Tech 1
 * GURPS Ultra-Tech 2
 * GURPS Vehicles
 * GURPS Vehicles Expansion 1
 * GURPS Vehicles Expansion 2
 * GURPS Vehicles Lite
 * GURPS Warehouse 23

Genre toolkits

 * - A sourcebook for running campaigns inspired by B-grade science fiction and horror movies of the 1950s.
 * - Describes a post-apocalyptic setting also shared by the Car Wars boardgame and the Autoduel computer game in which characters are involved in autoduelling, combat in armed and armored motor vehicles. The sourcebook contains rules for designing vehicles, additional skills used by autoduellist characters, and new technology and social conditions of the world. The setting is extended in an additional set of sourcebooks for the Autoduel world (see below).
 * - Pre-generated characters for GURPS Autoduel.
 * - Sourcebook with background material and rules for adventure tale in the style of 1920s and 1930s pulp fiction.
 * - A sourcebook to create realistic police officer characters and adventures.
 * GURPS Covert Ops
 * GURPS Cyberpunk - "The book that was seized by the US Secret Service"
 * GURPS Dark Places
 * GURPS Espionage
 * GURPS Horror.
 * GURPS Illuminati, describing the secret societies/conspiracies genre, building on the Illuminati card game, in its turn inspired by Robert Shea and Robert Anton Wilson's The Illuminatus! Trilogy. Winner of the 1992 Origins Award for Best Roleplaying Supplement.
 * GURPS Mars
 * GURPS Mecha
 * GURPS Space (for the 3e), winner of the 1988 Origins Award for Best Roleplaying Supplement.
 * GURPS Special Ops
 * GURPS Steampunk, winner of the 2000 Origins Award for Best Roleplaying Supplement.
 * GURPS Supers
 * GURPS SWAT
 * GURPS Time Travel, winner of the 1991 Origins Award for Best Roleplaying Supplement.

History and culture

 * , background for adventuring set in the late 18th and early 19th centuries, with character write-ups for such celebrities of the era as Catherine the Great (of Russia) and George Washington as well as Napoleon's crowd.
 * GURPS Arabian Nights
 * GURPS Atlantis
 * , Mexico before Cortez.
 * , fantasy role-playing in the Arthurian genre.
 * , Once Celts raided, looted, conquered and settled over thousands of miles, leaving red-haired descendants from Ireland to Spain to Poland to Turkey, coming within a sword's width of extinguishing the Roman empire before it was born. They left behind rich and terrible mythos, of head-hunting and of poetry, and, of course, of the Fair Folk, a euphemism in the same vein as the Greeks used when they referred to the Furies as "the kindly ones."
 * GURPS China
 * GUPRS Egypt
 * GURPS Greece
 * , describing rules and setting for role-playing in the time of prehistoric man, including a shamanic magic system.
 * GURPS Imperial Rome, describing the historical background and adventure ideas for roleplaying in ancient Rome, including a parallel universe where Roman Empire survived till today.
 * GURPS Japan (second edition)
 * GURPS Middle Ages I, a sourcebook for running a Middle Ages themed GURPS campaign.
 * GURPS Old West
 * GURPS Places of Mystery
 * GURPS Robin Hood
 * GURPS Russia
 * , details for playing in the milieu of the Scarlet Pimpernel books set in 18th century Revolutionary France, by Baroness Orczy.
 * , detailed 17th century role-play in the swashbuckler genre, with rules for ship combat, fencing, guns, dueling, codes of honor and so forth.
 * GURPS Timeline, a source book with a timeline for play and many short articles, some of which describe "Lost Continents" and some tales about "Lost Fortunes".
 * GURPS Vikings

World War II

 * GURPS WWII - Core Rules.
 * GURPS WWII: All the King's Men - British and Commonwealth forces.
 * GURPS WWII: Their Finest Hour - Scenario detailing the Battle of Britain.
 * GURPS WWII: Dogfaces - United States.
 * GURPS WWII: Leyte Gulf - Scenario detailing the Battle of Leyte Gulf.
 * GURPS WWII: Doomed White Eagle - Poland.
 * GURPS WWII: Grim Legions - Italy.
 * GURPS WWII: Frozen Hell - Finland.
 * GURPS WWII: Hand of Steel - Commando forces.
 * GURPS WWII: Iron Cross - Greater Germany.
 * GURPS WWII: Michael's Army - Romania.
 * GURPS WWII: Red Tide - USSR.
 * GURPS WWII: Return to Honor - France.
 * GURPS WWII: Weird War II - An alternate setting in which Magic, Super-Science, and the Supernatural are real.
 * GURPS Weird War II: The Secret of the Gneisenau - Scenario detailing the Gneisenau.
 * GURPS WWII: Motor Pool - Pre-made WW2-era vehicles using the variant WWII Modular Vehicle Design System from the core rulebook.

Fantasy

 * GURPS Fantasy
 * GURPS Fantasy GM's Pack
 * GURPS Fantasy Tredroy
 * GURPS Fantasy Tredroy

Horror

 * GURPS Cabal, a customizable setting depicting a modern-day secret society composed of vampires, lycanthropes and sorcerers who study the underlying principles of magic and visit other planes of existence.
 * GURPS Cthulhupunk
 * GURPS Screampunk
 * GURPS Voodoo: The Shadow War

Space

 * GURPS Space Atlas
 * GURPS Space Atlas 2: The Corporate Worlds
 * GURPS Space Atlas 3: The Confederacy
 * GURPS Space Atlas 4: Phoenix and Saga Sectors
 * GURPS Terradyne

Supers

 * GURPS Aces Abroad
 * GURPS I.S.T.: International Super Teams
 * GURPS IST Kingston
 * GURPS Mixed Doubles, a collection of characters designed to be used with GURPS Supers.
 * GURPS Super Scum
 * GURPS Supertemps
 * GURPS Wild Cards (see below)

Transhuman Space

 * Bioroid Bazaar (PDF)
 * Bio-Tech 2100 (PDF)
 * Broken Dreams
 * Changing Times (PDF)
 * Cities on the Edge (PDF)
 * Deep Beyond
 * Fifth Wave
 * High Frontier
 * In The Well
 * Martial Arts 2100 (PDF)
 * Orbital Decay
 * Personnel Files 1
 * Personnel Files 2: The Meme Team (PDF)
 * Personnel Files 3: Wild Justice (PDF)
 * Personnel Files 4: Martingale Security (PDF)
 * Personnel Files 5: School Days 2100 (PDF)
 * Polyhymnia (PDF)
 * Shell-Tech (PDF)
 * Singapore Sling (PDF)
 * Spacecraft of the Solar System
 * Spaceships 8: Transhuman Spacecraft
 * Toxic Memes
 * Transhuman Mysteries (PDF)
 * Under Pressure
 * Wings of the Rising Sun (PDF)

Other original fictional settings

 * —presents six versions of Earth possessing alternate histories to that of our own world, as well as a number of less-detailed settings scattered throughout the book in sidebars: for instance, "Gernsback" is a parallel, inspired by 1930s science fiction adventure stories (it is named for the editor Hugo Gernsback) has as its point of divergence is the marriage of Nikola Tesla to Anne Morgan, daughter of banker and financier J. P. Morgan. Attention is given to the ways in which agents of the Infinity Patrol presented in GURPS Time Travel and their rivals from the mysterious parallel known as "Centrum" attempt to influence the course of history in each parallel; the concept of the conflict between the Infinity Patrol and Centrum across the many parallel Earths was made central to the Fourth Edition of GURPS as the default setting in the Basic Set and in the supplement GURPS Infinite Worlds.
 * GURPS Alternate Earths 2 presents six more alternate histories, among which that of Centrum, whose point of divergence is the successful crossing of the White Ship, meaning that William Adelin, the sole male heir of King Henry I of England, was never drowned.
 * GURPS Autoduel (second edition)
 * GURPS Black Ops, describing a setting that Earth under threat from various alien, supernatural, and other monstrous powers, while the player characters are super-skilled agents of the clandestine agency "the Company", known as "Black Operatives" or "Black Ops"; the setting relies heavily on use of various known or less known urban legends and conspiracy theories.
 * GURPS Cyberworld
 * GURPS Goblins, describing an original fantasy setting in a society of goblins in London in the 1830s.
 * GURPS Illuminati University, detailing a fictional college where absurdity and awful puns are the order of the day; its students range from witches and werewolves to secret agents and space aliens.
 * GURPS Ogre, a roleplaying version of the post-apocalyptic Ogre wargame
 * GURPS Reign of Steel, describing a future world conquered by a conspiracy of artificial intelligences, after a robot revolt has concluded with the machines' victory.
 * , describing a setting and new rules in an alternative modern Earth where magic co-exists with technology. It was based on the premise that the Trinity atomic test ripped a hole in the fabric of space-time, triggering a tornado of magical energy.
 * GURPS Y2K, detailing some possible scenarios involving the year 2000 problem and other world-changing events.

Television adaptations

 * GURPS Prime Directive (see above)
 * GURPS Prime Directive: Klingons
 * GURPS Prime Directive: Klingon Gunboat Deckplans
 * GURPS Prime Directive: Module Prime Alpha
 * GURPS The Prisoner, detailing the setting of the UK television series The Prisoner.
 * GURPS Fourth Edition Romulans. Starfleet Battles. Complete Imperial Data File. UPC 6 78554 08404 5. ISBN 1-58564-049-2. Stock 8404. 146 pages. May 2005.

Book adaptations
The following fictional settings are adaptations of preceding fictional works originating in novels:
 * GURPS Callahan's Crosstime Saloon, a parallel world-themed setting based in a bar/space nexus that was created by Spider Robinson in his Callahan's Crosstime Saloon stories.
 * —detailing the world in which the adventures of Robert E. Howard's Conan the Barbarian are set.
 * GURPS Discworld
 * GURPS Discworld Also
 * , detailing the world in which the adventures of Hellboy are set.
 * GURPS Lensman, detailing the setting of the Lensman series, a series of science fiction novels by E. E. Smith.
 * GURPS New Sun, detailing the setting of The Book of the New Sun, a science fiction novel by Gene Wolfe.
 * GURPS Planet Krishna, detailing the setting of The Queen of Zamba, a science fiction novel by L. Sprague de Camp.
 * GURPS Planet of Adventure, describing a distant world populated by many varied alien and half-alien races, set in the world of the Planet of Adventure series of novels by Jack Vance.
 * GURPS Riverworld, a setting in the fictional world described in the novels of the Riverworld series by Philip José Farmer. This setting is an artificial planet where everyone who lived before a set date in history seems to have been resurrected.
 * GURPS Uplift, based on the fictional universe envisioned by David Brin in his Uplift Universe series, where biological uplift of animals has become common.
 * GURPS War Against the Chtorr, describing additional rules and a game setting based on the War Against the Chtorr science fiction novel series by David Gerrold, which depicts an Earth invaded by an alien ecology.
 * GURPS Wild Cards, detailing the setting of the science fiction/superhero shared universe Wild Cards
 * —a setting based on the series of Witch World novels by Andre Norton. Included are a bestiary of Witch World creatures, details on the non-human races, a history and geography of the planet, and a color-based system of magic.

Video game adaptations

 * GURPS Alpha Centauri, detailing the setting of the Sid Meier's Alpha Centauri computer game.
 * GURPS Myth, detailing the setting of the Myth computer game.

Traveller
SGG published a set of books designed to allow game play in an alternate timeline of Traveller's Third Imperium science-fiction setting using the GURPS rule system. Steve Jackson Games also published the Journal of the Travellers' Aid Society, the official magazine of Traveller.
 * GURPS Traveller: Science Fiction Adventure in the Far Future
 * GURPS Traveller: Alien Races 1
 * GURPS Traveller: Alien Races 2
 * GURPS Traveller: Alien Races 3
 * GURPS Traveller: Alien Races 4
 * GURPS Traveller: Behind the Claw
 * GURPS Traveller: Deck Plan 1 Beowulf-Class Free Trader
 * GURPS Traveller: Deck Plan 2 Modular Cutter
 * GURPS Traveller: Deck Plan 3 Empress Marava-Class Far Trader
 * GURPS Traveller: Deck Plan 4 Assault Cutter
 * GURPS Traveller: Deck Plan 5 Sulieman-Class Scout/Courier
 * GURPS Traveller: Deck Plan 6 Dragon-Class System Defense Boat
 * GURPS Traveller: Droyne Coyn Set
 * GURPS Traveller: Far Trader
 * GURPS Traveller: First In
 * GURPS Traveller: Flare Star PDF
 * GURPS Traveller: GM's Screen
 * GURPS Traveller: Ground Forces
 * GURPS Traveller: Heroes 1 - Bounty Hunters
 * GURPS Traveller: Humaniti
 * GURPS Traveller: Interstellar Wars (4e; see above)
 * GURPS Traveller: Modular Cutter
 * GURPS Traveller: Nobles
 * GURPS Traveller: Planetary Survey 1 - Kamsii
 * GURPS Traveller: Planetary Survey 2 - Denuli
 * GURPS Traveller: Planetary Survey 3 - Granicus
 * GURPS Traveller: Planetary Survey 4 - Glisten
 * GURPS Traveller: Planetary Survey 5 - Tobibak
 * GURPS Traveller: Planetary Survey 6 - Darkmoon
 * GURPS Traveller: Psionics Institutes PDF
 * GURPS Traveller: Rim of Fire
 * GURPS Traveller: Star Mercs
 * GURPS Traveller: Starports
 * GURPS Traveller: Starships
 * GURPS Traveller: Sword Worlds

Other RPG system conversions

 * GURPS Blue Planet
 * GURPS Castle Falkenstein
 * GURPS Castle Falkenstein: The Ottoman Empire
 * GURPS Conspiracy X
 * GURPS Deadlands
 * GURPS Deadlands: Hexes
 * GURPS Deadlands: Varmints
 * GURPS In Nomine, the GURPS conversion of the In Nomine roleplaying game
 * GURPS Mage: The Ascension, the GURPS conversion of the Mage: The Ascension roleplaying game
 * GURPS Prime Directive
 * GURPS Vampire: The Masquerade, the GURPS conversion of the Vampire: The Masquerade roleplaying game. Winner of the 1993 Origins Award for Best Roleplaying Supplement.
 * GURPS Vampire Companion
 * GURPS Werewolf: The Apocalypse, the GURPS conversion of the Werewolf: The Apocalypse roleplaying game
 * GURPS Werewolf: The Apocalypse, the GURPS conversion of the Werewolf: The Apocalypse roleplaying game

Adventures

 * GURPS Chaos in Kansas
 * GURPS Conan and the Queen of the Black Coast
 * GURPS Conan: Beyond Thunder River
 * GURPS Conan: Moon of Blood
 * GURPS Conan: The Wyrmslayer
 * GURPS Cyberpunk Adventures, winner of the 1992 Origins Award for Best Roleplaying Adventure.
 * GURPS Deadlands Dime Novel 1: Aces and Eights
 * GURPS Deadlands Dime Novel 2: Wanted: Undead or Alive
 * GURPS Deathwish
 * GURPS Fantasy Adventures
 * GURPS Flight 13
 * GURPS For Love of Mother-Not
 * GURPS Martial Arts Adventures′
 * GURPS Operation Endgame
 * GURPS School of Hard Knocks (1989), originally written with support for the Champions 4th edition rules, but these rules were removed from the final printing. They were later published online.
 * GURPS Space Adventures
 * GURPS Space: Stardemon
 * GURPS Supers Adventures
 * GURPS Time Travel Adventures

Core books

 * GURPS Basic Set, First Edition: Characters
 * GURPS Basic Set, First Edition: Campaigns
 * GURPS Basic Set, Second Edition: Characters
 * GURPS Basic Set, Second Edition: Campaigns
 * Man to Man: Fantasy Combat from GURPS, a boardgame of melee combat, using the combat rules from GURPS. Published in 1985, before GURPS.

Rules supplements

 * GURPS Fantasy (first edition) introduced the magic system that would be included in the Third Edition Basic Set and expanded in GURPS Magic.

Creatures

 * containing information and statistics for animals, including information to play animals as player character.

Technology and equipment

 * GURPS High-Tech (first edition)

Genre toolkits

 * GURPS Horror (first edition)
 * GURPS Space (first edition)

History and culture

 * GURPS Japan (first edition).

Original settings

 * Autoduel (first edition), based on SJG's Car Wars game. Supplements included The AADA Road Atlas and Survival Guides:
 * AADA Road Atlas Volume 1: The East Coast
 * AADA Road Atlas Volume 2: The West Coast
 * AADA Road Atlas Volume 3: The South
 * AADA Road Atlas Volume 4: Australia
 * AADA Road Atlas Volume 5: The Midwest
 * AADA Road Atlas Volume 6: The Free Oil States
 * AADA Road Atlas Volume 7: The Mountain West
 * GURPS Fantasy (first edition) introduces the Yrth setting, which would be the basis for subsequent editions of GURPS Fantasy and later GURPS Banestorm.

Licensed settings

 * GURPS Horseclans, detailing the post-apocalyptic future described in the "Horseclans" science fiction series by Robert Adams.
 * GURPS Humanx, detailing the Humanx Commonwealth, the setting of a series of science fiction novels by Alan Dean Foster.

Adventures

 * GURPS Bili the Axe - Up Harzburk!, a campaign of solo adventures set in Robert Adams's "Horseclans" universe. The book was printed with a serious error making it virtually impossible to play, and so it was recalled.
 * GURPS Fantasy Harkwood
 * GURPS The Old Stone Fort
 * GURPS Orcslayer
 * GURPS Space: Unnight
 * GURPS Zombietown U.S.A.

Japanese products
Several books were produced in Japanese, mostly by the Japanese company Group SNE, and published by various publishers.
 * Translations of GURPS, 3rd (published by Kadokawa Shoten(Kadokawa Sneaker Bunko (角川スニーカー文庫) or Kadokawa Sneaker G Bunko (角川スニーカー・G文庫))
 * GURPS Basic (『ガープス・ベーシック』) - Translation of GURPS Basic Set 3rd edition.
 * GURPS Magic (『ガープス・マジック』) - Translation of GURPS Magic for 3rd edition.
 * GURPS Martial Arts (『ガープス・マーシャルアーツ』) - Translation of GURPS Martial Arts for 3rd edition.
 * GURPS Psionics (『ガープス・サイオニクス』) - Translation of GURPS Psionics.
 * GURPS Cyberpunk (『ガープス・サイバーパンク』) - Translation of GURPS Cyberpunk.
 * Translations of GURPS, 3rd (published by Fujimi Shobo)
 * GURPS Basic kanyaku-ban (『ガープス・ベーシック完訳版』) - The complete translated version of GURPS Basic (『ガープス・ベーシック』) and the translation of GURPS Basic Set Third Edition, Revised
 * GURPS Magic kanyaku-ban (『ガープス・マジック完訳版』) - The complete translated version of GURPS Magic (『ガープス・マジック』) and the translation of GURPS Magic Second Edition for 3rd edition.
 * GURPS Grimoire kanyaku-ban (『ガープス・グリモア完訳版』) - The translation of GURPS Grimoire.
 * GURPS Martial Arts kanyaku-ban (『ガープス・マーシャルアーツ完訳版』) - The complete translated version of GURPS Martial Arts (『ガープス・マーシャルアーツ』) and the translation of GURPS Martial Arts Second Edition for 3rd edition.
 * GURPS Master Screen (『ガープス・マスタースクリーン』) - The master screen (マスタースクリーン) for GURPS 3rd edition(published by Kadokawa Shoten).
 * Translations of GURPS, 4th (published by Fujimi Shobo)
 * GURPS Basic Dai-yon-han Character (『ガープス・ベーシック【第4版】キャラクター』) - The translation of GURPS Basic Set: Characters for Fourth Edition.
 * GURPS Basic Dai-yon-han Campaign (『ガープス・ベーシック【第4版】キャンペーン』) - The translation of GURPS Basic Set: Campaigns for Fourth Edition.
 * GURPS Mahou-taizen (『ガープス・魔法大全』) - The translation of GURPS Magic for Fourth Edition.
 * GURPS Bushin kourin (『ガープス・マーシャルアーツ・アドベンチャー 武神降臨』) - Martial arts. The Supplement of GURPS Martial Arts.
 * GURPS Cocoon (『ガープス・コクーン』) - Comical fantasy and the parody of Sword World RPG.
 * GURPS Damned Stalkers (『ガープス・妖魔夜行』) - Modern horror. This supplement refers to GURPS Supers for Third Edition.
 * GURPS The Damned Stalkers 2nd stage (『ガープス・百鬼夜翔) - The sequel to GURPS Youma Yakou. This supplement refers to GURPS Supers for Third Edition, GURPS Compendium I and GURPS Compendium II.
 * GURPS Dragon Merc (『ガープス・ドラゴンマーク』) - Crossover of multi-planes
 * GURPS Power up (『ガープス・パワーアップ』)　- Four original world settings
 * GURPS Ring Dream (『ガープス・リング★ドリーム』) - Modern female wrestling
 * GURPS RebornRebirth (『ガープス・リボーンリバース』) - Written by Shou Tomono(友野詳), Tadaaki Kawahito(川人忠明) and Group SNE; published by Hobby Base (ホビーベース) in 2006: each player character possesses his own Yuurei (guardian spirit) and fights against bad Yuureis.
 * GURPS Runal/Yuel (『ガープス・ルナル』『ガープス・ユエル』) - Written by Shou Tomono and Group SNE; published by Kadokawa Shoten in 1992; "complete version" and GURPS Yuel published by Fujimi Shobo in 1994. Several novels have been published based upon GURPS Runal, set in a fantasy world strongly influenced from RuneQuest: seven mysterious Moons grant magic power to their worshipers.

Korean products
The Korean publisher Dayspring Games published the Korean translation of GURPS and at least an original supplement, GURPS Sylfiena, a fantasy setting.
 * Translations of GURPS, 3rd edition
 * GURPS Gibon Set Gukmunpan : Translation of GURPS Basic Set, 3rd edition.
 * GURPS Mabeop : Translation of GURPS Magic for 3rd edition.
 * GURPS Muye : Translation of GURPS Martial Arts for 3rd edition.
 * GURPS Fantasy : Translation of GURPS Fantasy for 3rd edition.
 * GURPS Fantasy Jongjok : Translation of GURPS Fantasy Folk for 3rd edition.
 * GURPS Cyberpunk : Translation of GURPS Cyberpunk for 3rd edition.
 * Translations of GURPS, 4th edition
 * GURPS Gukmun 2-pan Gibon Set: Character Book : Translation of GURPS Basic Set: Characters, 4th edition.
 * GURPS Gukmun 2-pan Gibon Set: Campaign Book : Translation of GURPS Basic Set: Campaigns, 4th edition.
 * GURPS Gukmun 2-pan Muhansegye : Translation of GURPS Infinite Worlds.
 * GURPS Gukmun 2-pan Chosangneungryeok : Translation of GURPS Powers.
 * GURPS Gukmun 2-pan Mabeop : Translation of GURPS Magic for 4th edition.
 * GURPS Gukmun 2-pan Dungeon Fantasy : Translation and compilation from GURPS Dungeon Fantasy 1 to GURPS Dungeon Fantasy 4.
 * GURPS Gukmun 2-pan Muye : Translation of GURPS Martial Arts for 4th edition.
 * GURPS Gukmun 2-pan Hunterdeului Bam : Translation and compilation from GURPS Monster Hunters 1 to GURPS Monster Hunters 4.
 * GURPS Gukmun 2-pan Churiwa Susa : Translation of GURPS Mysteries.
 * GURPS Gukmun 2-pan Sylfiena : The first original GURPS book in Korea. A low-mana fantasy campaign setting on the Earldom of Sylfiena for GURPS, 4th edition.

Brazilian Portuguese products
One of the first translations of GURPS was published in 1991 by the Brazilian publisher Devir Livraria. The company produced four editions of GURPS, keeping pace with revisions of the U.S. editions, but errors in the revised fourth edition released in 2015 led to the book being pulled from shelves. In 2017, Devir confirmed it would no longer publish GURPS products in Portuguese.

Beyond the core game, Devir published translations of a number of GURPS sourcebooks and adventures:
 * GURPS Artes Marciais Translation of GURPS Martial Arts
 * GURPS Conan
 * GURPS Cyberpunk
 * GURPS Escola de Super-heróis. Translation of GURPS School of Hard Knocks
 * GURPS Fantasy
 * GURPS Fantasy Tredroy
 * GURPS Grimório. Translation of GURPS Grimoire
 * GURPS Horror
 * GURPS Illuminati
 * GURPS Império Romano. Translation of GURPS Imperial Rome
 * GURPS Magia. Translation of GURPS Magic
 * GURPS Psiquismo. Translation of GURPS Psionics
 * GURPS Supers
 * GURPS Ultra-Tech
 * GURPS Viagem Espacial. Translation of GURPS Space
 * GURPS Viagem no Tempo. Translation of GURPS Time Travel.

Devir also produced a series of original adventures and sourcebooks branded as "Mini GURPS".
 * Mini GURPS As Cruzadas. A Crusades sourcebook
 * Mini GURPS Entradas e Bandeirantes. Entries and Flags, an adventure focused on exploring and conquering Brazil.
 * Mini GURPS No coração dos deuses. In the Heart of the Gods, a solo adventure based on the movie No Coração dos Deuses
 * Mini GURPS O descobrimento do Brasil. The Discovery of Brazil
 * Mini GURPS O resgate de "Retirantes". The Rescue of "Retirantes", an adventure involving the painting Retirantes by Candido Portinari
 * Mini GURPS Quilombo dos palmares. The Quilombo of Palmares, an adventure surrounding a 1600s maroon colony in Palmares, Brazil.

German products
In Germany, Pegasus Spiele published a German-language translation of the GURPS core rules, along with translations of several sourcebooks and adventures.

 * GURPS Conan
 * GURPS Cyberpunk
 * GURPS Horror
 * GURPS Illuminati
 * GURPS Magie. Translation of GURPS Magic
 * GURPS Der Medusa-Virus. Translation of the GURPS Cyberpunk Adventures adventure "The Medusa Sanction"
 * GURPS Meister der Sphären. Lord of the Spheres, an original multigenre adventure
 * GURPS Scheibenwelt. Translation of GURPS Discworld
 * GURPS Vampire: Die Maskerade. Translation of GURPS Vampire: The Masquerade
 * GURPS Voodoo
 * GURPS Wiedergeburt. Translation of the GURPS Space Adventures adventure "Rebirth"
 * GURPS Zeitreise. Translation of GURPS Time Travel

title: List of GURPS books


text:
Trittau

Trittau (West Low German: Trittow) is a municipality in Schleswig-Holstein, Germany, located 30 km east of Hamburg. It is the economical and administrative center of Amt Trittau, which is part of the Stormarn district. Other villages in the county are Grönwohld, Lütjensee, Großensee, Rausdorf and Grande.

Geography
Trittau is located close to the Hahnheide forest. Nearby rivers are the river Aue and the river Bille. The county is abundant with small lakes.

History
The Trittau village dates back to the 12th century. It was first mentioned in 1167 in a document of Duke Henry the Lion. In those days it was situated close to the Hamburg - Rostock and Hamburg - Lübeck trade routes.

The village then consisted of a Saxon part (Groß-Trittau) and a Wagrian part (Klein-Trittau). In 1326, a castle was built to defend the region and the trade route against the Scarpenberg knights from nearby Linau castle.

Personalities associated with the community

 * Joachim Heinrich Campe (1746-1818), enlightened educator, publicist and linguist
 * Caroline Rudolphi (1753-1811), educator, poet, author, founded an institute for girls' education in Trittau
 * Theodor Steltzer (1885-1967), politician (CDU), 1946-1947 introduced Minister President of Schleswig-Holstein
 * Arno Surminski (1934-), writer, novel Kudenow or weep at strange waters
 * Bernd Heinrich (1940-), professor of biology, spent his childhood as a refugee child with his family in a forest hut in the Hahnheide
 * Jürgen Blin (1943-), boxer, lived during his career in Trittau
 * Irmgard Riessen (1944-), theater and television actress, lives in Trittau

title: Trittau


text:
Content Protection for Recordable Media

Content Protection for Recordable Media and Pre-Recorded Media (CPRM / CPPM) is a mechanism for controlling the copying, moving, and deletion of digital media on a host device, such as a personal computer, or other player. It is a form of digital rights management (DRM) developed by The 4C Entity, LLC (consisting of IBM, Intel, Matsushita and Toshiba).

The CPRM / CPPM specification defines a renewable cryptographic method for restricting content when recorded on physical media. The currently implemented method utilizes the Cryptomeria cipher (C2) algorithm for symmetric encryption. The types of physical media supported include, but are not limited to, recordable DVD media and flash memory. The most widespread use of CPRM is arguably in Secure Digital cards such as the SD-Audio standard. Note that the available 0.9 revision includes only the portions of the specification covering DVD media.

The CPRM / CPPM specification was designed to meet the requirements of intellectual property owners while balancing the implementation requirements of manufacturers. To accomplish these requirements, the system defined by the specification relies on public-key cryptography's key management for interchangeable media, content encryption, and "media-based renewability."

The use of the CPRM specification and access to the cryptographic materials required to implement it requires a license from 4C Entity, LLC. The license includes a facsimile key for the product which uses CPRM / CPPM technology.

A controversial proposal to add generic key exchange commands (that could be utilized by CPRM and other content restriction technologies) to ATA specifications for removable hard drives was abandoned after outcry in 2001. CPRM is widely deployed in the popular Secure Digital card consumer-electronics flash memory format.

title: Content Protection for Recordable Media


text:
William A. O'Neill

William Atchison O'Neill (August 11, 1930 – November 24, 2007) was an American politician and member of the Democratic Party who served as the 84th Governor of Connecticut from 1980 to 1991. He was the second longest-serving governor in Connecticut history, with 10 years in office.

Biography
O'Neill was born in Hartford, Connecticut, the son of Joseph and Frances O'Neill, He was educated at Teachers College of Connecticut (now Central Connecticut State University) and the University of Hartford but left without matriculating. He married Natalie Scott "Nikki" O'Neill (Damon) in 1962. He also worked for Pratt and Whitney and sold insurance for Prudential Insurance Company.

Career
O'Neill served as a combat pilot with the U.S. Air Force during the Korean War from 1950 to 1953. He was a member of the American Legion and the Veterans of Foreign Wars. Upon his return, he ran the family business—an East Hampton tavern where residents and politicians often met and where he, by his own admission, learned to listen.

Elected to six terms in the Connecticut House of Representatives, O'Neill served as majority leader from 1975 to 1976 and 1977 to 1978. He was House assistant minority leader and assistant majority leader. He chaired the Coalition of Northeastern Governors and the New England Governors' Conference and was president of the Council of State Governments.

O'Neill was elected the 102nd Lieutenant Governor of Connecticut in 1978 on a Democratic ticket along with Governor Ella Grasso. When Grasso resigned for health reasons in December, 1980 (she would pass away the following February), O'Neill became Governor and was elected to a full term in 1982 and re-elected in 1986. In November, 1981 he suffered a heart attack while in office, making a full recovery. O'Neill benefited from the economic boom Connecticut enjoyed during the 1980s when the state's job growth was at a recent historic peak. The state enjoyed large budget surpluses in this era. His large re-election victory in 1986 over Lowell Weicker ally Julie Belaga had an effect on the state legislature, which gained large majorities of liberal Democrats eager to expand state government, such as House Speaker Irving Stolberg.

The 1990 recession hit Connecticut very hard, with the real estate, banking and defense industries all faltering with resultant job losses and tax revenue losses. Facing plummeting approval ratings and a budget situation continuing to deteriorate despite the 1989 tax hike, O'Neill decided in early 1990 to bow out of a re-election bid.

Death and legacy
O'Neill died from emphysema on November 24, 2007, aged 77. He is interred at Connecticut State Veterans Cemetery, Middletown, Connecticut. A terminal at Bradley International Airport is named in his honor.

He was eulogized by his fellow Connecticut politicians as Trumanesque. "I always thought the secret to his success was that he was genuine," said John Droney, who was chairman of the state Democratic party during O'Neill's last term. "He was honest. And he projected the image of an ordinary man called upon to do extraordinary things. He was, in my view, the Harry Truman of Connecticut." Republican state chairman Chris Healy called O'Neill "a good and decent man who served his state and country with distinction."

title: William A. O'Neill


text:
Jim Keefe

Jim Keefe (born 1965) is an American cartoonist. He is the most recent artist to contribute original art and stories to the Flash Gordon comic strip.

Career
A graduate of The Kubert School, Keefe started his career as the head colorist in the King Features Syndicate comic art department, coloring such world-renowned strips as Blondie, Beetle Bailey, and Hägar the Horrible.

From 1996 to 2003 he was the writer and artist of Flash Gordon (which at that point was running only on Sundays) for King Features – currently available online at FlashGordon.com.

Teaching and speaking engagements include the School of Visual Arts in Manhattan, Malloy College and Hofstra University's UCCE Youth Programs in Long Island, New York – and most recently as an adjunct teacher at the Minneapolis College of Art and Design.

Since 2013, Keefe has been the artist of the Sally Forth comic strip, written by Francesco Marciuliano. Sally Forth is syndicated worldwide by King Features and appears in nearly 700 newspapers.

title: Jim Keefe


text:
William O'Neill (Ohio judge)

William Michael O'Neill (born May 6, 1947) is an American lawyer, judge and political figure. He was elected to the Ohio Supreme Court in 2012, for a term beginning January 2013. He served as an appellate judge on the Ohio Eleventh District Court of Appeals for 10 years. Twice, O'Neill was the Democratic nominee for U.S. Representative in Ohio's 14th congressional district. He announced on October 29, 2017, as a candidate for Ohio Governor in the 2018 election. On December 8, 2017, he announced he would resign from the Supreme Court on January 26, 2018.

Education and military service
O'Neill graduated from Cleveland Heights High School in 1965 and Ohio University in 1969, at which point he joined the U.S. Army. He earned the Bronze Star in Vietnam and retired from the military in 2001 as a lieutenant colonel in the Ohio National Guard. With the help of the G.I. Bill, O'Neill graduated from the Cleveland State University College of Law in 1980. He also graduated from Huron School of Nursing as a registered nurse.

1996 Ohio Court of Appeals campaign
In 1996, O'Neill won a seat on the Ohio Eleventh District Court of Appeals with about 50% of the vote. He served from 1997 to 2007, when he resigned to run for Congress.

2004 Ohio Supreme Court campaign
In a 2004 special election to finish the term of an Ohio Supreme Court justice who resigned, O'Neill lost to Terrence O'Donnell by 21%.

2006 Ohio Supreme Court campaign
In 2006, O'Neill ran against O'Donnell again for a full-term on the Ohio Supreme Court. O'Neill lost again, by over 17%.

2008 Congressional campaign
O'Neill lost in his 2008 bid for Ohio's 14th congressional district seat to incumbent Steve LaTourette by nearly 20%.
 * Race ranking and details from CQ Politics
 * Campaign contributions from OpenSecrets

2010 congressional campaign
On February 6, 2010, O'Neill announced that he would be running again as the Democratic nominee for Ohio's 14th congressional district against LaTourette. O'Neill stated during his campaign his desire to expand the Greater Cleveland Rapid Transit rail system. O'Neill lost the election by over 33%.

2012 Ohio Supreme Court campaign
In 2012, for the third time, O'Neill ran for the Ohio Supreme Court. He won a two-way primary against Fanon Rucker, a judge on the Hamilton County Municipal Court. O'Neill received 72% of the vote and carried all but one of Ohio's 88 counties. In the general election, O'Neill defeated incumbent Robert Cupp by four percent. O'Neill ran on a budget of just $4000 from his personal funds, a campaign he called "no money from nobody" and that was highlighted in a YouTube video with his twin sons.

2018 Ohio gubernatorial campaign
On October 29, 2017, O'Neill announced that he would join the Democratic primary for Ohio governor. During his announcement, he laid out a platform of minimum wage increases, tax incentives for solar power, mental health care expansion and marijuana legalization in Ohio. Less than a week later he announced that he will recuse himself from new Supreme Court cases and will resign by the February 7, filing deadline due to potential ethical conflicts.

Controversy
On November 17, 2017, O'Neill stirred controversy by posting on Facebook regarding allegations of sexual assault against U.S. Senator Al Franken. He referred to those calling for Franken to resign as "dogs of war" and decried a "national feeding frenzy" against age-old sexual indiscretions. O'Neill went on to claim that he had been in sexual relationships with approximately fifty women. In response to these posts, his communications director resigned from his campaign. Multiple state officials, including Ohio Chief Justice Maureen O'Connor, former state representative and fellow gubernatorial candidate Connie Pillich, Dayton mayor and fellow gubernatorial candidate Nan Whaley, and Lieutenant Governor Mary Taylor, criticized O'Neill's comments, with Pillich and Whaley calling for him to resign from his position as justice. O'Neill initially called for his critics to "lighten up", saying that he intended to "elevate the discussion" on sexual assault. However, on November 19, he issued an apology for his remarks.

Professional life
O'Neill worked as a civil rights lawyer, small business owner, and union organizer. He is a registered nurse in the pediatric emergency department at Hillcrest Hospital in Mayfield Heights, Ohio. He is also an adoptive parent.

title: William O'Neill (Ohio judge)


text:
Montes Recti

Montes Recti is a mountain range on the northern part of the Moon's near side. It was given the Latin name for "Straight Range". The name was approved in 1961 by the International Astronomical Union (IAU). This is a small range of irregular ridges that is located in the northern part of the Mare Imbrium. Montes Recti is an unusually linear formation that forms a line from east to west. It is about 90 km in length, and only 20 km wide. The peaks rise to heights of up to 1.8 km.

The small crater Montes Recti B lies in the eastern part of the range. To the west are the Montes Jura and to the east are the Montes Teneriffe.

title: Montes Recti


text:
Talk:Gabumon

from VfD:
Cryptic unidentified trivia, perhaps from the Pokemon universe. --LeeHunter 15:34, 3 Dec 2004 (UTC)

*Keep. See List of Digimon and Digimon. Article needs cleanup, but there are many articles on Digimon that have been retained. →Iñgólemo←  (talk)  15:39, 2004 Dec 3 (UTC)
 * Merge. Some time ago, I created an article on every planet in the Foundation Universe of Isaac Asimov; some articles were only a few sentences long, and were merged into the List of minor Foundation planets.  A similar fate should probably apply to Gabumon and similar articles.   →Iñgólemo←   (talk)  06:48, 2004 Dec 7 (UTC)
 * Weakest of all keeps. Obscure, and these should probably be merged into one page, but then again the Pokemon articles have set a precedent. If Pokemon are deemed keepworthy then I imagine these should as well. [[User:Xezbeth| Xezbeth ]] 15:43, 3 Dec 2004 (UTC)
 * That past maintainers have proven inadequate to the task is no excuse for our condoning this avalanche of trivia. If these chaps who run various properties such as Pokemon, Digimon and the like want to stump up some money, we can give them their own namespace. Until then, delete.
 * Horribly written, but I think the topic is encyclopedic. Keep & cleanup. Everyking 17:14, 3 Dec 2004 (UTC)
 * Keep, cleanup. [[User:Rhymeless|Rhymeless | (Methyl Remiss)]] 17:52, 3 Dec 2004 (UTC)
 * I've attempted to clean it up, but, the dub being aimed more at kids, it's been awhile seen I've seen it. That said, this is a character in most of the episodes of the first series, so the information should be retained one way or another, either as a merge somewhere or a straight out keep. I'd like to note that for a non-major-character Digimon, I would probably say delete. - RedWordSmith 18:11, Dec 3, 2004 (UTC)
 * Delete. Trivia, non-encyclopedic, and of no relevance or interest whatsoever separate from Digimon. Characters that do not have a 'break out' level of fame do not need separate articles. Average Earthman 18:17, 3 Dec 2004 (UTC)
 * First of all, Pokemon should not be seen as a precedent for anything. The embarrassing Pokemon situation at wikipedia is what happens when a bunch of 10 year olds are set free without any sort of policy put in place, or even discussed. It's nice that they want to contribute to an encyclopedia, but they should have some understanding of what an encyclopedia is first. Delete or at the very least merge and redirect to some digimon article. -R. fiend 18:35, 3 Dec 2004 (UTC)
 * Delete - minor trivia. - Cdc 18:40, 3 Dec 2004 (UTC)
 * Delete. [[User:GRider|GRider\talk]] 19:17, 3 Dec 2004 (UTC)
 * Delete Mozzerati 19:12, 2004 Dec 4 (UTC)
 * Delete: Bad enough that Pokemen are in, but this is even worse: it's a Digimon -- RC Cola to Pokemon's Coke. Subatomic trivia. Geogre 19:43, 3 Dec 2004 (UTC)
 * ...Just being a children's show with monsters does not make something a Pokemon knockoff - not only did Digimon (as a product) come first, but it is vastly different in execution - it is a character-driven fantasy story with no "collection" aspect, whereas Pokemon aims to be a "biography" type of show with a profound abcense of innovation or character growth.KrytenKoro 07:00, 22 July 2007 (UTC)

 * Delete: subtrivial. Wile E. Heresiarch 20:41, 3 Dec 2004 (UTC)
 * Keep a precedent has been set, the existence of other pokemon articles implies that they are acceptable, wikipedia should keep its implied promises. Kappa 02:34, 4 Dec 2004 (UTC)
 * 1. This is a digimon, not a Pokemon, not all trivial "-mons" are equal. 2. There is no "promise" implied or otherwise, just an extreme oversight. -R. fiend 05:19, 4 Dec 2004 (UTC)
 * The seperate articles on every Pokemon should be deleted too. Delete this. --Improv 03:15, 6 Dec 2004 (UTC)
 * Merge/redirect to another article or keep. -Sean Curtin 02:48, Dec 4, 2004 (UTC)
 * Delete. Trivial fancruft. Indrian 05:21, Dec 4, 2004 (UTC)
 * Delete. —[[en:RaD Man|RaD Man (talk)]] 06:45, 4 Dec 2004 (UTC)

end moved discussion

Gabumon's fur
Just thought I'd say, that the thing about Gabumon wearing a Garurumon's fur sounds familiar but I can't remember where I read it before. I have a vague memory of disbelieving it at first then finding it was actually correct, but it is a very vague memory. I'll check what books I have when I get home. Shiroi Hane 10:54, 14 April 2006 (UTC)

 * Ok, the following text is from the V-Jump Koushiki Daizukan:

毛皮 じつはガブモンの毛皮はガルルモンのもの！　ガルルモンに憧れるあまり、データの残骸から毛皮おもらい、かぶっているのだ.
 * which roughly translates (using Excite combined with a dash of common sense) as: "The fur of Gabumon is that of a Garurumon. It obtains the fur from remnants of data because it yearns to ba a Garurumon." I've uploaded a rough scan of the page here. Shiroi Hane 20:55, 14 April 2006 (UTC)

Pic
Anyone happen to have a pic of a single Gabumon that doesn't suck? (I added the one that's there now :P) Indiawilliams 19:42, 18 February 2007 (UTC)

Reptile
Gabumon is described as a reptile, isn't he more of a dog? Bubble bunny
 * Its officialy classified as a "Reptile Digimon", same goes for Agumon. Nightmare SE 16:27, 22 March 2007 (UTC)

title: Talk:Gabumon