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J A N U A R Y   2 0 0 8 

Shipped January 24, 2008

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 are more abstract than those found in GURPS Vehicle Design or GURPS Traveller: Interstellar Wars . . . but they're much faster, with a minimum of math and a maximum of colorful options. It takes only minutes to build even the largest spaceship . . . and wrapped around the design system are basic space-travel and combat systems to get you into space right away.

GURPS Spaceships doesn't include detailed finance, trade, or hex-grid based combat rules . . . but these are on the way! It's the core book in a series whose other volumes will present examples of ready-to-use spacecraft and comprehensive rules for commercial space flight, warfare, exploration, ports, industry, and other aspects of space travel.

GURPS Spaceships requires only the GURPS Basic Set, but GURPS Space is highly recommended for its guidelines on stardrives, characters, campaigns, and settings.

72-page softcover. Stock #01-6199, ISBN 978-1-55634-775-7. $14.95.

Shipped January 7, 2008

Munchkin Cthulhu 3 – The Unspeakable Vault

Kick open the Unspeakable Vault!

For years, Goomi has been unleashing his own vision of Cthulhu upon the world, in his comic "The Unspeakable Vault (of Doom)!" Now his unique take on the Elder Gods comes to Munchkin, in the form of Munchkin Cthulhu 3 - The Unspeakable Vault.

This 56-card expansion brings Great Cthulhoo, Dagoon, Narly, and Tindaloo into the pun-filled world of Munchkin. Feed your friends to Cthulhoo, grow Footicles, and use your Inhuman Moan to defeat the Teeny Weeny Mi-Goo.

What darkness lurks in the Vault?

 

  • More Madness! Fear books (logical enough, given the number of tomes that can eat your face), ichor, even phobias themselves!
  • More Monsters! Face Goomi's versions of the Mythos gods and creatures . . . Ygo, 'Zathoth, Nightgaunts, Ghouls, Deepoines, and many more!
  • More Things That Put The Hurt On Monsters! Wield the Roman Candle, the giant Hypodermic Needle, and the . . . Can Opener? Sure, why not? After all, this is Munchkin!

The Unspeakable Vault - more "yum yum" for your Munchkin Cthulhu game.

56 cards in a tuckbox. Stock #1455, ISBN 978-1-55634-773-3. $9.95.


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Shipped January 31, 2008

Killer

Watch Your Back

You might be . . .

Bitten by rubber snakes!

Poisoned with peanuts!

Electrocuted by ropes!

Shot with a banana!

Hosed & spinkled, squirted & boffed . . . even ping-ponged!

Killer is the exciting live roleplaying game for intelligent, creative, and slightly uncivilized people . . . people who want to knock off their friends . . . without hurting them.

In this unique game, each player becomes an assassin, stalking one (or all) of the other players. Squirt guns replace pistols; water balloons become bombs . . . whatever your fiendish mind can devise. As the assassins take out their targets, the number of players dwindles. The last one alive is the winner.

Besides the basic game, there are 16 different advanced scenarios . . . games that set the players up as everything from 1920s mobsters to modern-day vampire hunters. You can play Killer in any background you can imagine.

Also included in this new, expanded version are hundreds of gadgets, strategies for devious ways of bumping off your friends, safety tips and more.

Fourth Edition - November 1998

82-page PDF. Stock #30-1201, $11.00.
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Shipped January 24, 2008

GURPS Dungeon Fantasy 2: Dungeons

"You open the door, and discover a 10 by 10 room. You see a large orc, and a chest."

When adventures were just hack-n-slash, running the game was easy. Roll for the monster. Randomly determine the treasure. Move on to the next room. But how do you recreate the fun and simplicity of the dungeon crawl using the GURPS system?

Dungeon Fantasy: Dungeons shows you how to speed up combat, defeat fiendish traps, and dispose of the loot after the battle. Sean "Dr. Kromm" Punch dispenses advice and rules tweaks for GMs as well, including how to balance combat so the players are worried, but still have a fair chance; how to install those fiendish traps; and how to keep everyone -- from the bulkiest barbarian to the most wizened wizard -- involved from start to finish.

Dungeons is a quick reference guide for gamers who want a fast, fun dungeon raid, giving quick-and-dirty rules that are (mostly) compatible with the Basic Set. The shortcuts may not be too sensible outside the dungeon -- it’s all about adapting generic rules to the cinematic underworld. This volume focuses on running the adventure . . . look to Dungeon Fantasy 1: Adventurers for advice on characters, both building and playing.

32-page PDF. Stock #37-0304, $9.00.
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Shipped January 17, 2008

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 guns.

Ten years later, things have gotten better in Autoduel America -- but not much. This Second Edition is 32 pages longer than the original, and includes:

  • A detailed history and description of "Autoduel America";
  • An updated and expanded "AADA Road Atlas and Survival Guide";
  • Vehicle construction rules completely compatible with GURPS Vehicles, 2nd Ed., with a dozen sample vehicles;
  • Complete character creation guidelines, including guns, equipment and gadgets galore;
  • Loads of campaign ideas for everything from a corporate autoduelling team to a lone wolf vigilante, and more!

And remember . . . drive offensively!

130-page PDF. Stock #30-6003, $9.00.
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Shipped January 10, 2008

GURPS Martial Arts: Fairbairn Close Combat Systems

William Ewart “Dan” Fairbairn was one of the most influential combat instructors of the 20th century. During his long career, he worked with organizations from the Shanghai Municipal Police to MI-6 to the OSS. He developed combat instruction techniques, SWAT-type tactics, and even his own unarmed combat style. His teaching methods are still used by law enforcement agencies around the world.

GURPS Martial Arts: Fairbairn Close Combat Systems repeats the details of Fairbairn Close Combat Training (FCCT) from GURPS Martial Arts . . . and adds much more. It expands the historical information on Fairbairn and his peers, and presents Defendu, the original style on which FCCT was based, in full GURPS terms. It also introduces a complete style template for Fairbairn-Sykes Handgun Shooting, with optional rules for using guns in close combat.

Whether your character is a detective prowling Shanghai's dangerous docks during the 1920s, an agent infiltrating Nazi Germany during World War II, or a modern SWAT team member, Fairbairn Close Combat Systems has the details you need to kick butt and take down the bad guys!

24-page PDF. Stock #37-1641, $9.00.
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Shipped January 7, 2008

GURPS Classic: Ultra-Tech 2

Tired of everyone carrying the same firepower and sneaky gadgets as you? Expand your arsenal with GURPS Ultra-Tech 2!

This sequel to the popular GURPS Ultra-Tech offers a wide variety of new science-fiction personal equipment, along with rules for building combined gadgets, variant-technology campaigns and more!

Already converted to Fourth Edition? The newest edition of GURPS Ultra-Tech replaces and expands on the information from this book.

131-page PDF. Stock #30-6525, $9.00.
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Shipped January 7, 2008

GURPS Dungeon Fantasy 1: Adventurers

In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds).

Now Dungeon Fantasy 1: Adventurers brings these classic dungeon crawlers into GURPS. Sean Punch, architect of Fourth Edition, guides players and gamemasters alike through the options . . . to create GURPS characters who can kick down doors and slay dragons with the best of 'em.

Adventurers shamelessly cuts corners, focusing on characters who can "hack-n-slash" to the exclusion of almost everything else. This is a quick reference guide for gamers who want a fast, fun adventure; use it in a serious fantasy campaign at your peril. This volume focuses on the characters . . . watch for Dungeon Fantasy 2: Dungeons for advice on running the adventure.

 

31-page PDF. Stock #37-0303, $9.00.
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F E B R U A R Y   2 0 0 8 

Shipped February 18, 2008

Munchkin Bobblehead

Munchkin has sold hundreds of thousands of copies, with more than a dozen different Munchkin sequels and supplements, covering fantasy, sci-fi, chop-socky, horror, and more. With each set, the monsters get bigger, the curses stronger, and your party members no more trustworthy.

It's dangerous out there. You need a buddy.

The Munchkin Bobblehead will watch your back during your adventures, nodding encouragement to help you through the tough patches, and congratulating you on your treasure. Keep him on your desk at the office for inspiration -- after all, what's the office but a dungeon with cubicles? The classic Munchkin figure, complete with horned helm, bag of loot, and enormous hammer (and his latest victim!) is a great way to spot your fellow Munchkin players.

But most of all, keep him around during your Munchkin games. Not only is he nifty in his own right . . . he gives you an advantage in play. And in Munchkin , you need every bonus you can get.

Munchkin Bobblehead -- your nodding, bonus-giving, classic Munchkin buddy, 100% guaranteed to not stab you in the back.

A bobblehead in a 3" by 3" by 6" box, with a clear front window. Stock #5502, ISBN 978-1-55634-772-6. $14.95.


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Shipped February 28, 2008

GURPS Basic Set: Characters

With GURPS, you can be anyone you want . . . an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The Fourth Edition makes it even better!

GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.

338-page PDF. Stock #31-0001, $30.00.

Shipped February 21, 2008

GURPS Dungeon Fantasy 3: The Next Level

"My guy is a bard-swashbuckler-thief. And he's half-angel!"
"Oh yeah? Mine is a dual-wielding shadow elf who shoots spells from his bow!"
"Pff, I have a hot nymph wizard with 20 extra energy points and psionics . . ."

Even on a dungeon crawl, there's more to life than loot. A big bank account isn't half as useful as nifty powers, skills, and spells when it comes to killing monsters and taking their stuff. And all that killing earns you experience points that you can spend on even better abilities, making it easier to get more money and power the next time!

Dungeon Fantasy 3: The Next Level offers piles of new things to spend points on. Enter play as a creepy corpse-eater or a lovely nymph, a tiny pixie or a hulking ogre, or any of 33 other nonhuman races. Be an evil cleric or an unholy warrior, invested with sinister spells and powers. Buy unique power-ups for your profession . . . or expand beyond your starting role with 110 lenses for mixing the character templates from Dungeon Fantasy 1: Adventurers . . . or add completely new capabilities like Psionics and Spell-Archery. All these options come with advice to the GM - including guidelines for accomplishment-based advancement (experience points for killing and looting) and training expenses.

These power-ups and "advanced" rules for Dungeon Fantasy 1: Adventurers are sure to extend the lifespan of any GURPS dungeon-crawl campaign!

44-page PDF. Stock #37-0305, $9.00.
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Shipped February 14, 2008

Transhuman Space Classic: Spacecraft of the Solar System

Need a Lift?

Spacecraft of the Solar System describes the interplanetary and orbital craft of Transhuman Space, from the mighty Angel-class Space Dominance Vehicles of the USAF to the swift Sunlance couriers used by Solar Express. Here you'll find:

  • An overview of the space forces of China, the European Union, and the United States, covering their history, tactics, equipment, and organization.
  • Details of commercial spacecraft operations, with corporate profiles of the major space lines, security procedures, cargo handling systems, and licensing requirements.
  • Over two dozen spacecraft designs, from reliable workhorses like the sleek Mercury laser-lift vehicle and the enormous Zhongguang deep space freighter, to state-of-the-art vessels such as the Nadezhda, a living "bioship."

The spacecraft statistics in this book are intended for use with the Transhuman Space core book. The background material can be adapted to any science fiction game.

GURPS Basic Set, Compendium I, and Transhuman Space are required to use this book in a GURPS campaign. GURPS Space and Bio-Tech are recommended. The ideas in Spacecraft of the Solar System can be used with any roleplaying system.

51-page PDF. Stock #30-6706, $9.00.
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Shipped February 7, 2008

GURPS Creatures of the Night, Vol. 3

In the sea, the pets of mermaids surround a boat and pull it to pieces. In the forest, a green guru slips from place to place. On the plains, super-intelligent cows stand placidly, chewing their cud, and then vanish, to reappear a continent away. In the shadows, giant spiders spin webs that drag their victims through time.

In this installment of Creatures of the Night, Scott Maykrantz' eerie creations share the common thread of movement. They are suitable for any campaign, from time travel to fantasy, science fiction to modern horror. Each creature is fully described with stats and traits, combat options, and adventure ideas.

11-page PDF. Stock #37-1562, $4.00.
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Shipped March 31, 2008
Shipped March 17, 2008

Munchkin 6 – Demented Dungeons

Now It's Really A Dungeon Crawl!

Munchkin is about kicking down doors, killing monsters, and stealing their treasure. But where are the dank walls of the subterranean labyrinth where our heroes engage in their murderous exploits?

Demented Dungeons introduces a new twist on Munchkin. Now you can enter the Dungeon of Elvish Excess, where everyone is an Elf. Or take a Portal to the Dungeon of Manga Wrangling, where tentacles are even more dangerous. Or power up in the Dungeon of Unexpected Epicness -- although it's hardly "unexpected," given the name. Or all of them at once!

Each of the 20 double-sized Dungeon cards adds a new rule that affects the entire party, and maybe the monsters too! Use the 16 Portal cards to jump from one Dungeon to the next in your search for gold and glory.

Munchkin 6 - Demented Dungeons is an expansion for the classic Munchkin set, and was designed by Steve Jackson and illustrated by John Kovalic.

20 double-sized cards, 16 standard-sized cards, and a rulesheet, in a tuckbox. Stock #1457, ISBN 978-1-55634-778-8. $9.95.


R E P R I N T S 

Shipped March 31, 2008

GURPS Basic Set: Campaigns (Reprint)

With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!

GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

 

240 pages. Hardcover. Stock #01-0002, ISBN 978-1-55634-730-6. $34.95.


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Shipped March 27, 2008

GURPS Basic Set, Third Edition, Revised

Adventure in any world you can think of, with GURPS, the Generic Universal RolePlaying System – the most flexible roleplaying system you can use. If you haven't yet upgraded to the Fourth Edition . . . you're a completist . . . or you're looking for a dose of nostalgia, here's the previous edition! It's easy to learn – you can jump right in with quick-start rules, pre-designed characters, and an easy-to-play solo adventure you can download for FREE! The Basic Set is designed to be "Game Master-friendly," with Table of Contents, Glossary, Appendix, and Index, as well as lots of examples.

This PDF version is from the Third Edition, Revised, sixth printing. The current version of the Basic Set is the Fourth Edition.

275-page PDF Stock #30-6031, $20.00.
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Shipped March 20, 2008

GURPS Dungeon Fantasy 4: Sages

Dungeon fantasy is mostly about hacking and slashing. Mostly. But there are brave souls who seek enlightenment in the dungeon. Most end up skewered, burned, and eaten, but occasionally, knowledge truly does prove to be power.

Dungeon Fantasy 4: Sages lets you play one of the few who successfully mix reading with bleeding, wordplay with swordplay, erudition with eradication . . . well, you get the idea (hey, you're supposed to be smart!). It introduces the artificer, who adds gizmos and technology to the party's swords and spells, and the scholar, who's a true master of obscure lore (such as "Where did ancient cultures hide their stuff?"). These new roles come with character templates, special abilities, and lenses for combining them with other professions.

Even non-sages will find this lore useful! Artificers create funky gadgets that any delver would appreciate. And what good would scholars be without complete rules for books and magical scrolls?

These new character options and gear further expand Dungeon Fantasy 1: Adventurers, and will surely be a hit with any adventuring party that doesn't consist entirely of illiterate ogre barbarians.

17-page PDF. Stock #37-0306, $6.00.
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Shipped March 13, 2008

GURPS Basic Set: Campaigns

With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. Fourth Edition makes it even better!

GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color PDF contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

242-page PDF. Stock #31-0002, $25.00.

Shipped March 6, 2008

GURPS Infinite Worlds: Britannica-6

Aerostats and Heirs Apparent!

On the timeline known as Britannica-6, the 19th century is a time of great inventions and huge engineering projects -- but this isn't the Victorian Age! Queen Victoria was never born, and the Georgian period never ended. Royal "Bloods" and outrageous dandies gamble fortunes on aerostat races and sponsor gigantic war machines, while Luddites grumble and the secret agents scheme.

Agents of Infinity must plunge into this ferment of wild engineering and aristocratic excess, struggling to distinguish the razor-edged politics of the Blood Games from Centrum plots and Swagman scams. Or you can play a "locals" campaign, serving a Blood faction, radical ideals, or the interests of all Britannica. This supplement also includes a sample scenario, "The Decorations on the Channel Bridge," featuring murder, mystery, and especially excessive engineering.

So ready your Grey Maggie rifle, fire up your motor-phaeton, gamble your fortune on a turn of the cards -- but whatever you do, beware the Electrical Terror!

GURPS Infinite Worlds: Britannica-6 is a worldbook for use with the GURPS Infinite Worlds setting, or for any campaign seeking High Adventure in a Steampunk world not quite like our own.

70-page PDF. Stock #37-0605, $12.00.
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Shipped March 3, 2008

GURPS GM's Screen

Put the amazing flexibility and power of GURPS at your fingertips with this data-packed GM's Screen. This screen features a gorgeous John Zeleznik painting with all of the Fourth Edition iconic characters, plus six panels of the crucial charts, tables, and other essentials from GURPS Fourth Edition. . . . complete combat tables, reaction charts, and other references to make the GM's job faster and easier.

Also included is a 48-page book includes variant character sheets, forms, a master list of character creation features, and GURPS Update, a complete guide to converting your PC to Fourth Edition.

58-page PDF Stock #30-0005, $6.00.
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Shipped April 14, 2008

Munchkin Cthulhu Cursed Demo

This tuckbox mini-set contains 56 cards to help you bring new victims . . . errr, gamers . . . into the wonderful world of Munchkin Cthulhu . . .

First, there's a special 17-card demonstration deck, drawn from the Munchkin Cthulhu set. The cards are numbered, so you can stack the deck and play out four scripted turns that show the basic mechanics. And it only takes a couple of minutes. Instructions, dialogue, and stupid jokes are included. Or use your own stupid jokes -- we won't mind.

The other 39 cards are promos - eight different kinds! - to give away to friends, customers, or total strangers. These are completely new cards, each guaranteed to be more munchkinly, more insane, more cursed than the last. And we've included multiple copies. Every munchkin will want at least one of each. Will you be generous? Or will you demand tribute? Of course, you are a munchkin, so you will keep at least one of each for yourself, right?

56 cards and a rulesheet, in a tuckbox. Stock #1456, ISBN 978-1-55634-777-1. $4.95.

Lord of the Fries

Welcome to Friedey's, the Fast Food Restaurant of the Damned!

Our whole staff is dead, and we’re really short on brains. But we'll do our best to fill your order! Even a horde of nearly-mindless zombies can assemble combo meals. Sort of.

And now you're one of us. Combine frighteningly generic ingredients like "Cow Meat," "Sauce," and "Drink." Play from eight different menus, including Ratherbee's Steakhouse, the classic Friedey's Restaurant, and the new McPubihan's. Build orders like Bovine Spongiform Yum, Yum, Yum!, Penne for Your Tots, Synaptic Relay Deteriorator, and Sheep wit' da Fishes. But be quick -- the customer is waiting!

Whoever fills the best orders gets the most points, and the zombie with the most points becomes . . . The Lord of the Fries!

This new edition of the classic Lord of the Fries includes large, full-color menus, a new restaurant, 8 alternate decks designed for 3-to-5-player games, color-coded dice, point tokens, and a timer.

100 cards, two dice, die-cut tokens, timer, full-color menus, and rulesheet in a 6" x 9" box. Stock #1801, ISBN 978-1-55634-776-4. $24.95.


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Shipped April 28, 2008

GURPS Classic: Alternate Earths

It Happened Otherwise!

Travel the Confederate States of America by dirigible. Battle the Aztec Jaguar Knights in their conquest of Europe. Join the American Resistance against Nazi occupation. March with the Roman legions on their campaigns in the New World. GURPS Alternate Earths provides fully fleshed-out backgrounds for six worlds to be used with a GURPS Infinite Worlds campaign, in conjunction with many other GURPS worldbooks, or with any game that involves time travel.

GURPS Alternate Earths includes:

  • Complete histories, including timelines, for each Alternate Earth.
  • Gadgets that were never invented – but should have been!
  • A plethora of new character types, from the Confederate Cavalier to the Cyber-Samurai.
  • The Smugglers' Guide to Interdimensional Trade.
  • Subversive plots by the nefarious Centrum.
  • Guidelines for creating your own parallel Earths.

Why settle for only one world? An infinity of Earths is waiting for you!

130-page PDF. Stock #30-6521, $9.00.
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Shipped April 24, 2008

GURPS Classic: Celtic Myth

Isles of the Mighty

Standing stones. Headhunting and human sacrifice. Lusty kings and cattle-raiding queens. Naked warriors painted blue. Mysterious druids and crafty Sidhe. The Celtic world was full of strange enchantments and bloody battles.

Enter a world of feasting and fighting, where magic is everywhere and glory is everything. In this book, you'll find:

  • Tales of the ancient Irish and Welsh heroes.
  • A wealth of Celtic character types, with plenty of new advantages and disadvantages – including gesas, the mystic prophecies and taboos that ruled the life and death of every Celt.
  • The Druids: their arcane teachings and enigmatic magic. A new Druidic tree-magic system, including the standard GURPS spells and new Celtic ones, grouped according to ancient natural categories.
  • The uncanny powers of the Sidhe, children and fathers of gods, and rules for creating characters with Faerie blood and powers of their own . . .
  • Willful weapons, magical and powerful, with their own personalities and motives.

Return to a time when a battle or a wonder was around every corner, and the Otherworld was only a step away . . .

130-page PDF. Stock #30-6074, $11.00.
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Shipped April 17, 2008

GURPS Classic: In Nomine

Angels Are Real

So are demons. They're among us right now. Heaven and Hell are locked in a battle, and humanity is caught in the crossfire.

This is the GURPS adaptation of In Nomine, the award-winning game of the war between Heaven and Hell. Players can take the part of angels, serving an Archangel . . . infernal lackeys of a Demon Prince . . . or human "Soldiers" supporting either side.

Some are fanatics, sure their cause is right. Some are just doing their jobs. And some wonder if they chose the wrong side. Angels who disobey orders or violate their angelic natures can Fall, becoming demons. Demons can be Redeemed, to join the heavenly host. Today's friend can be tomorrow's foe.

With great powers and miraculous "Songs," the angels and demons do the bidding of their celestial masters. Success brings recognition, the granting of yet mightier powers, and yet riskier assignments. Failure can mean punishment . . . or oblivion.

Good and evil. Life and death. Rock and roll. Welcome to the world of In Nomine.

226-page PDF. Stock #30-6093, $16.00.
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Shipped April 10, 2008

GURPS Classic: Compendium II

The Best of All Worlds!

Compendium II is 192 pages of the best articles and the most-requested new expanded and optional rules for GURPS Third Edition! We've chosen the most useful GM resources from over 14,000 pages of Third Edition material (most of it no longer in print) and added new material written by experienced GURPS gurus. Compendium II is a must-have for Game Masters (no more digging through a stack of books to find the optional rule you want) and a valuable aid for any GURPS Third Edition player.

  • Campaigning. Game mastering and campaign design, cinematic games, other dimensions, campaign power levels and designing believable societies.
  • Combat. Optional rules galore for both realistic and cinematic combat! Also includes rules for non-lethal contests and tournaments, and systems for space combat and naval combat.
  • Equipment. Including rules for day-to-day maintenance . . . and for operating bizarre artifacts that are not day-to-day at all!
  • Dangerous Stuff! Pages of things to scare players with, ranging from cold weather and seasickness to altitude sickness, decompression and radiation.
  • Injury & Fatigue. Detailed optional rules that build upon the existing systems for injury, healing, missed sleep and extra effort.
  • Mass Combat. Yes, the much-requested Mass Combat System is back in print, in an up-to-date, all-inclusive format that includes new optional rules.

This book is designed for use with GURPS Compendium I and GURPS Basic Set, Third Edition, and includes rules that appear in the appendix of Basic Set, Third Edition Revised.

194-page PDF. Stock #30-6522, $15.00.

Shipped April 3, 2008

GURPS Classic: Compendium I

Build Character!

GURPS Compendium I has it all! We've searched over a hundred GURPS Third Edition books and dozens of Roleplayer and Pyramid articles to bring you the most complete compilation of character generation rules ever. Compendium I includes updated and revised versions of every character-related rule for GURPS Third Edition that has been published since the release of Third Edition's Basic Set -- all in an easy-to-use format.

With Compendium I and Basic Set in hand, you will be able to handle all character design without ever opening another book, except to select world-specific abilities like spells and cyberwear. Compendium I is a companion volume to the Basic Set and is a must-have for any serious GURPS Third Edition player or GM!

194-page PDF. Stock #30-6519, $18.00.
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Shipped May 29, 2008

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 somewhere between cinematic combat skills and magic spells, Imbuements allow characters to channel an exotic force -- or supernatural ability! -- into whatever weapon they have in hand.

No more worrying about keeping your favorite weapon around. Now, the power comes from you!

18-page PDF. Stock #37-0128, $6.00.
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Shipped May 27, 2008

Cardboard Heroes: Fantasy Set 2 – Brigands, Orcs, and Goblins

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 2 – Brigands, Orcs, and Goblins comes with 40 figures – an assortment of brigands and fantasy foes, ready for the dungeon, castle, or battleground of your choice.

3-page PDF. Stock #30-2102, $5.00.
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Shipped May 22, 2008

GURPS Classic: Cabal

The creatures of myth are real. The vampires, the warlocks, the shape-changers and dopplegangers, the ghosts and trolls, and more. They're real . . . they're here today . . . and they're organized.

The Cabal is the conspiracy, trade union, and mutual-assistance society that lets all these creatures survive in a world of hostile humans. If a demon needs a lawyer to keep the exorcists off his back . . . or if a little old vampire lady needs a bit of daylight muscle . . . who are they gonna call? The mortal-busters . . . the Cabal.

Written by Ken Hite, this book also includes a detailed system of Hermetic magic that expands the original GURPS magic system.

The Cabal can be a Patron for monstrous PCs or an antagonist for monster-hunters. This book includes a complete alternate (true!) history of the world, adventure seeds, occult cosmology, an assortment of artifacts and supernatural creatures, and suggestions for bringing horror and conspiracy into a variety of campaigns.

130-page PDF. Stock #30-6714, $14.00.
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Shipped May 12, 2008

Cardboard Heroes: Fantasy Set 1 – Player Characters

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 1 – Player Characters features 40 adventurers, ready for the dungeon, castle, or battleground of your choice.

3-page PDF. Stock #30-2101, $5.00.
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Shipped May 9, 2008

GURPS Basic Set: Characters and Campaigns

Both Characters and Campaigns in one easy-to-buy bundle!

GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! The 338-page, full-color PDF contains everything you need to create and play a GURPS Fourth Edition character.

GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II – plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting – there isn't some game-altering metaplot – but it's there if you want it.) The 242-page, full-color PDF contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

Two PDFs (242-pages and 338-pages) in a single Zip file. Stock #31-3999, $55.00.
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Shipped May 9, 2008

GURPS Spaceships 2: Traders, Liners, and Transports

Taking Care of Business . . .

So you've got a starship. Can you use it to make a fortune – or even a living?

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 star liners and beautiful luxury yachts of the elite. It includes detailed rules for the cost of buying and running a private spaceship, as well as systems for using commercial vessels to make (or lose!) money in speculative trade, freight hauling, or passenger transport.

This is the second volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. GURPS Space is recommended but not required.

46-page PDF Stock #37-0121, $9.00.
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Shipped June 26, 2008

GURPS Infinite Worlds: Collegio Januari

GURPS Infinite Worlds describes Infinity Unlimited, a mega-corporation that uses high technology to cross between parallel worlds.

But what if the world-jumpers were not technicians, but wizards? What if Janus himself, the god of doorways, shared the spells and rituals needed to break through the quantum walls? The answer: Collegio Januari. It's a powerful guild of wizards, piercing the veil between their world and others, searching for knowledge, wealth . . . and mana.

Written by Kenneth Hite, this campaign setting brings world-hopping to the traditional fantasy genre. It can be dropped into either a GURPS Infinite Worlds or GURPS Fantasy campaign, and can be easily adapted to any low-tech game featuring wizards and knights.

13-page PDF. Stock #37-0606, $6.00.
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Shipped June 19, 2008

GURPS High-Tech: Pulp Guns, Volume 1

During the iconic years of the pulp era -- the Roaring Twenties and the Thrilling Thirties -- action stories featured hard-boiled detectives and beautiful dames, investigators of the supernatural, masked vigilantes, and cliffhanging adventurers. No matter their opponent, setting, or genre, they all carried heaters, rods, or gats.

High-Tech: Pulp Guns, Volume 1 catalogs the handguns, shotguns, and submachine guns common to the two-fisted heroes and fiendish villains of the day. Outfit gangsters and G-men, big-game hunters and brutal henchmen with pistols, shotguns, and even the infamous "Tommy Gun." Arm your adventurers for Cliffhangers campaigns, Horror games, or even Prohibition-era Supers and Mysteries!

35-page PDF. Stock #37-1631, $9.00.
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Shipped June 12, 2008

GURPS Classic: Black Ops

The Greys. Vampires. Evil Psis. Better Bring a Spare Clip.

Wrestle enraged gargoyles on rain-slick ledges high over dark city streets! Endure the raw psychic fury of the dreaded soul dog! Above all, watch out for the insidious Greys, as they kidnap human women and steer the destiny of entire nations!

Our only defense against these terrifying foes is the Company, which takes conspiracy from theory to practice. As one of its recruits, you'll endure five years at the hellish Academy, where only the best of the best graduate and failing grades become tombstone inscriptions. Upon becoming a black op, you'll possess attributes and deadly expertise to make mere normals tremble.

And you'll need them -- because it's all true. Ancient alien visitors and recent arrivals, things slithering in sewers and alleys by night, dark plots by paranormal cabals to bend humanity to their will -- all these dangers and more lurk in society's shadow.

Experience GURPS as never before in Black Ops, an adventure setting that takes cinematic roleplaying to the edge and over the top!

131-page PDF. Stock #30-6081, $11.00.
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Shipped June 5, 2008

GURPS Classic: Places of Mystery

Lost Worlds. Hidden Cities. Holy Ground.

Have you ever wanted to visit Stonehenge? With GURPS Places of Mystery, you can. Or uncover the mystery of the lost city of Atlantis. Travel back in time to ancient Babylon. Journey to Shangri-la and explore the Dreamtime beneath Ayers Rock. Endless adventure awaits within these pages:

  • Complete chapters on Atlantis, the Stone Circles of Europe, the Pyramids, and Desert Cities.
  • Dozens of shorter descriptions. Chapters cover Asia and the Middle East (including the Forbidden City, the Taj Mahal, and Babylon); Africa and Europe (with the Zimbabwe ruins, Istanbul, and Camelot); and Australasia, Oceania, and the Americas (with Easter Island, the Plains of Nazca, and the Anasazi enigma).
  • An outline for the "Secret History" campaign, allowing PCs to wield subtle magic or lost technology in the real world, past or present.
  • Rules for "Places of Power" -- letting you create wizards who are deadly on their home grounds, or mystic sites that give incredible power to all magicians.

Plus: ley lines, the Loch Ness monster, cities underground and beneath the sea, King Solomon's Mines, ghosts and haunted places, geomancy, space gods, ancient navigators, and the Seven Wonders of the World.

The world is stranger than you think.
It's time to go see the sights.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page book. Stock #30-6520, $11.00.
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Shipped June 5, 2008

Ogre Miniatures Lite

Ogre Miniatures . . . In Just Two Pages!

This is the ultimate quick reference sheet for experienced Ogre players, or an excellent learning tool for new players! Ogre Miniatures Lite includes the most commonly referenced rules, the Combat Results Table, a handy visual reference guide, tactical advice, and a ruler marked for the unit ranges. And it's a freebie!

3-page PDF. Stock #37-5001, $FREE.
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Shipped July 31, 2008

GURPS Action 1: Heroes

In a world where danger lurks in every shadow, death can come around any corner, and every sentence sounds like a movie trailer, there are those who would risk their lives to save the day. These brave souls are men of fortune. They are men of fate. They are men of . . . action!

Action 1: Heroes draws its inspiration from the heroic men and women of action movies of the 1980s and beyond, bringing high-octane, high-stakes adventure to GURPS.

With templates, focused options, and lists of appropriate gear, players and Game Masters alike can create characters looking as though they were shot on 35mm film, ready for some shooting of their own. Heroes is a guide for gamers looking to get their action-movie campaigns going quickly and explosively!

This volume focuses on characters. Watch for the sequel -- Action 2: Exploits -- for the how-tos of making fast-paced adventures.

35-page PDF. Stock #37-0307, $9.00.
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Shipped July 24, 2008

GURPS Tales of the Solar Patrol

Journey now to the thrilling days of . . . tomorrow!

After the terrifying war with the Overlord of Jupiter, the Solar Patrol was commissioned to police the interplanetary space lanes, protecting traffic from pirates and the insidious Red Hive! Drawing inspiration from the films, novels, comic books, and radio shows of the '30s, '40s, and '50s, GURPS Tales of the Solar Patrol presents an original setting for GURPS. In this alternate future-history, computers use punchcards, the swamps of Venus are home to strange natives, and the mighty Telsa coil has made it possible for humanity to explore and colonize the Solar System.

Get the templates, equipment, and ships you need as a Patrolman in this pulp-science fiction “world of tomorrow”!

52-page PDF. Stock #37-0604, $11.00.
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Shipped July 17, 2008

GURPS Power-Ups 2: Perks

Penny Candy for Your Character!

Everybody loves little bonuses for next to nothing. In GURPS, that means Perks -- one point advantages that add just a little edge to your character, and a whole mess o' flavor. But like sweet treats, can you ever have enough?

Sean "Dr. Kromm" Punch, architect of GURPS Fourth Edition, gathers together dozens of perks from previously published material, including the combat perks from Martial Arts. Power-Ups 2: Perks is your one-stop-shop for one point edges.

But that's not all! We've expanded on the old perks, making them easier to customize and fit into your character sheet. And then we added dozens more -- over 160 perks in all!

For the player looking for a bit of personality to add to his character, or the GM looking for examples to help him create his own campaign specific perks, Power-Ups 2: Perks has the goods.

22-page PDF. Stock #37-0129, $7.00.
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Shipped July 10, 2008

GURPS High-Tech: Pulp Guns, Volume 2

The two-fisted heroes of the Roaring Twenties and the Thrilling Thirties were hard-boiled detectives and beautiful dames, investigators of the supernatural, masked vigilantes, and other gun-toting adventurers. And when their foes were to big to put down with fists or pistols, they weren't shy about bringing out the really big stuff.

High-Tech: Pulp Guns, Volume 2 covers infantry rifles, machine guns, cannon, grenades, and even flamethrowers! In addition to the military hardware, the book also describes many hunting and gallery rifles, flare pistols, and similar civilian arms. Lock and load for a World War II campaign, or any Cops or military action in the '20s and '30s!

35-page PDF. Stock #37-1632, $9.00.
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Shipped July 3, 2008

GURPS Thaumatology

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology includes GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. In this mighty tome you'll find:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles will enhance any game that features magic.

275-page PDF. Stock #31-0107, $30.00.
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Shipped August 22, 2008

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Shipped August 22, 2008

GURPS Spaceships (Reprint)

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 are more abstract than those found in GURPS Vehicle Design or GURPS Traveller: Interstellar Wars . . . making them much faster, with a minimum of math and a maximum of colorful options. It takes only minutes to build even the largest spaceship . . . and wrapped around the design system are basic space-travel and combat systems to get you into space right away.

GURPS Spaceships doesn't include detailed finance, trade, or hex-grid-based combat rules . . . but these are on the way! It's the core book in a series whose other volumes will present examples of ready-to-use spacecraft and comprehensive rules for commercial space flight, warfare, exploration, ports, industry, and other aspects of space travel.

GURPS Spaceships requires only the GURPS Basic Set, but GURPS Space is highly recommended for its guidelines on stardrives, characters, campaigns, and settings.

72 black-and-white pages. Softcover. Stock #01-6199, ISBN 978-1-55634-775-7. $14.95.

Shipped August 22, 2008

GURPS Supers (Reprint)

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 the most popular genres – and one of the most challenging to do right.

GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:

  • A history and analysis of the supers genre, its precursors and variations.
  • A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships.
  • More than 20 new wildcard skills.
  • 22 templates for super characters, each customizable to higher or lower power levels.
  • Rules for creating equipment, vehicles, bases, automata, and magical spells.
  • A guide to creating and running supers adventures.
  • Continuity-creation guidelines and tools, so your supers universe can have the same depth as published worlds.
  • New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills, and newly defined perks, quirks, enhancements, limitations, and techniques.
  • Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action.

GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.

152 black-and-white pages. Softcover. Stock #01-7998, ISBN 978-1-55634-771-9. $24.95.

Shipped August 22, 2008

GURPS Mysteries (Reprint)

A Dame Walks Into Your Office . . .

A dead body, no witnesses, and a room full of suspects with perfect alibis. Can you find the killer and bring him to justice? Learn the secrets of mystery fiction – and what will, and will not, work in RPG mysteries. Learn how to be a better investigator. Discover the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery.

GURPS Mysteries covers:

  • Creating mysteries as stand-alone adventures, as part of an existing campaign, or as a campaign in their own right, with specific discussions of the low-tech, modern-tech, future, magic, and horror settings.
  • Setting the crime scene, including detailed forensic information on causes of death, investigation methods, and a forensics timeline.
  • Creating interesting villains, and matching their disadvantages to their motives and means of carrying out a crime.
  • A template-based character-generation system for iconic investigators, including the genius detective, the hardboiled shamus, police detectives, investigating magicians, even "that darn kid."
  • Sample detective and investigative agencies to hire or bedevil characters.
  • Expanded rules for questioning and interacting with NPCs.

GURPS Mysteries, by the author of GURPS Cops, is designed both for the GM who wants to create and run mystery adventures and for players who want to play investigators in any setting.

128 black-and-white pages. Softcover. Stock #01-7999, ISBN 978-1-55634-761-0. $19.95.


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Shipped August 28, 2008

GURPS Classic: All-Star Jam 2004

Nine Authors. One Book.

Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring:

  • Kenneth Hite, writing about ghost hunters;
  • Phil Masters, with a fairytale world of muskets, ghosts, and strange magics;
  • Beth McCoy, channeling Walter Milliken, on a truly dangerous job - Mythic Babysitting;
  • David Pulver's far-future space-opera campaign setting;
  • Gene Seabolt, giving us the travails of the last band of Spartan mercenaries, trapped in a decaying Europe;
  • William Stoddard, looking at subterranean settings for all types of roleplaying adventures;
  • Brian Underhill, with a GURPS take on airships;
  • Jonathan Woodward, looking at the science-fictional implications of Precursor races; and
  • Jon Zeigler's "Chariots!" - a cinematic look at the age of flashing bronze and larger-than-life heroes.

Nine (well, ten, actually) top authors at the top of their games - GURPS All-Star Jam 2004 has something for everybody!

131-page PDF Stock #30-6421, $9.00.
Buy Now!

Shipped August 14, 2008

GURPS Thaumatology

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

272 pages. Softcover POD. Stock #01-6107, ISBN 978-1-55634-758-0. $34.95.

Shipped August 14, 2008

GURPS Dungeon Fantasy 1: Adventurers

In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds).

Now Dungeon Fantasy 1: Adventurers brings these classic dungeon crawlers into GURPS. Sean Punch, architect of Fourth Edition, guides players and gamemasters alike through the options . . . to create GURPS characters who can kick down doors and slay dragons with the best of 'em.

Adventurers shamelessly cuts corners, focusing on characters who can "hack-n-slash" to the exclusion of almost everything else. This is a quick reference guide for gamers who want a fast, fun adventure; use it in a serious fantasy campaign at your peril. This volume focuses on the characters . . . watch for Dungeon Fantasy 2: Dungeons for advice on running the adventure.

 

32-page POD softcover. Stock #01-8971, ISBN 978-1-55634-787-0. $12.95.

Shipped August 14, 2008

GURPS Dungeon Fantasy 2: Dungeons

"You open the door, and discover a 10 by 10 room. You see a large orc, and a chest."

When adventures were just hack-n-slash, running the game was easy. Roll for the monster. Randomly determine the treasure. Move on to the next room. But how do you recreate the fun and simplicity of the dungeon crawl using the GURPS system?

Dungeon Fantasy: Dungeons shows you how to speed up combat, defeat fiendish traps, and dispose of the loot after the battle. Sean "Dr. Kromm" Punch dispenses advice and rules tweaks for GMs as well, including how to balance combat so the players are worried, but still have a fair chance; how to install those fiendish traps; and how to keep everyone - from the bulkiest barbarian to the most wizened wizard - involved from start to finish.

Dungeons is a quick reference guide for gamers who want a fast, fun dungeon raid, giving quick-and-dirty rules that are (mostly) compatible with the Basic Set. The shortcuts may not be too sensible outside the dungeon - it’s all about adapting generic rules to the cinematic underworld. This volume focuses on running the adventure . . . look to Dungeon Fantasy 1: Adventurers for advice on characters, both building and playing.

32-page POD. Stock #01-8972, ISBN 978-1-55634-788-7. $12.95.

Shipped August 14, 2008

GURPS Dungeon Fantasy 3: The Next Level

"My guy is a bard-swashbuckler-thief. And he's half-angel!"
"Oh yeah? Mine is a dual-wielding shadow elf who shoots spells from his bow!"
"Pff, I have a hot nymph wizard with 20 extra energy points and psionics . . ."

Even on a dungeon crawl, there's more to life than loot. A big bank account isn't half as useful as nifty powers, skills, and spells when it comes to killing monsters and taking their stuff. And all that killing earns you experience points that you can spend on even better abilities, making it easier to get more money and power the next time!

Dungeon Fantasy 3: The Next Level offers piles of new things to spend points on. Enter play as a creepy corpse-eater or a lovely nymph, a tiny pixie or a hulking ogre, or any of 33 other nonhuman races. Be an evil cleric or an unholy warrior, invested with sinister spells and powers. Buy unique power-ups for your profession . . . or expand beyond your starting role with 110 lenses for combining character templates from Dungeon Fantasy 1: Adventurers . . . or add completely new capabilities like Psionics and Spell-Archery. All these options come with advice to the GM - including guidelines for accomplishment-based advancement (experience points for killing and looting) and training expenses.

These power-ups and "advanced" rules for Dungeon Fantasy 1: Adventurers are sure to extend the lifespan of any GURPS dungeon-crawl campaign!

44-page POD. Stock #01-8973, ISBN 978-1-55634-789-4. $12.95.

Shipped August 14, 2008

GURPS Dungeon Fantasy 4: Sages

Dungeon fantasy is mostly about hacking and slashing. Mostly. But there are brave souls who seek enlightenment in the dungeon. Most end up skewered, burned, and eaten, but occasionally, knowledge truly does prove to be power.

Dungeon Fantasy 4: Sages lets you play one of the few who successfully mix reading with bleeding, wordplay with swordplay, erudition with eradication . . . well, you get the idea (hey, you're supposed to be smart!). It introduces the artificer, who adds gizmos and technology to the party's swords and spells, and the scholar, who's a true master of obscure lore (such as "Where did ancient cultures hide their stuff?"). These new roles come with character templates, special abilities, and lenses for combining them with other professions.

Even non-sages will find this lore useful! Artificers create funky gadgets that any delver would appreciate. And what good would scholars be without complete rules for books and magical scrolls?

These new character options and gear further expand Dungeon Fantasy 1: Adventurers, and will surely be a hit with any adventuring party that doesn't consist entirely of illiterate ogre barbarians.

20-page POD. Stock #01-8974, ISBN 978-1-55634-790-0. $9.95.

Shipped August 14, 2008

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 go through 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 somewhere between cinematic combat skills and magic spells, Imbuements allow characters to channel an exotic force -- or supernatural ability! -- into whatever weapon they have in hand.

No more worrying about keeping your favorite weapon around. Now, the power comes from you!

20-page POD. Stock #01-8991, ISBN 978-1-55634-791-7. $9.95.

Shipped August 14, 2008

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 Worlds. Written by fan-favorite Kenneth Hite, these six worlds run the gamut from unusual historical echoes of interest to Homeline, to bizarre timelines where robots rule the world or steam-powered technology is commonplace!

Although of special interest for long-time GURPS fans -- especially those that refer to classic GURPS settings -- these timelines are suitable for any GURPS Infinite Worlds campaign. Each of these worlds stands on its own, with strange, new vistas to investigate.

So fire up your conveyors; with GURPS Infinite Worlds: Lost Worlds, there's even more to explore!

17-page PDF. Stock #37-1671, $6.00.
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Shipped August 7, 2008

GURPS Classic: Fantasy Folk

Guess Who's Coming to Dinner?

From the tiny, winged Ellylon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. This book includes new, expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs, and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors, and magical, mischievous Leprechauns.

GURPS Fantasy Folk treats nonhuman races as unique cultures made up of individuals, not as sketchily-defined "monsters." Each race has its own well-defined psychology, ecology, culture, and politics, making it easy for GMs and players to create their own fully-developed nonhuman characters. Also included are campaign notes, adventure seeds, and sample characters for each race.

And there are complete rules for generating your own fantasy races! The Fantasy Folk race creation rules allow the GM to customize nonhumans. Included are racial advantages like Winged Flight and Cultural Adaptability, disadvantages such as Short Attention Span and Invertebrate, and unique racial features like Mindshare, Innate Skills, and Magic Spells.

The Second Edition of GURPS Fantasy Folk adds 16 pages of material to the previous edition, as well as bringing some of the older rules systems into line with the GURPS Basic Set, Third Edition.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

147-page PDF Stock #30-6015, $9.00.
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Shipped September 25, 2008

Cardboard Heroes: Fantasy Set 3 – Half-Orcs, Reptile Men, and Kobolds

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 3 – Half-Orcs, Reptile Men, and Kobolds features 40 humanoid monsters. Will they be friend, foe, or just bystanders?

3-page PDF. Stock #30-2103, $5.00.
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Shipped September 25, 2008

GURPS Classic: Low-Tech

From the dawn of civilization to the Middle Ages -- or in any fantasy game -- GURPS Low-Tech is a universal resource for any campaign set before the age of gunpowder and the printing press. It's 128 pages of detailed research and game ideas:

  • Weapons: Cleave an enemy's skull with a stone axe, stab him with a bronze sword, or impale him on your obsidian-tipped spear.
  • Armor: Whether it's the crudest leather or the finest iron chain, any armor is better than none. Plus new rules for piecemeal armor!
  • Vehicles: Steer a dogsled across the Arctic, sail a trireme across the Mediterranean, or ride your chariot over the battlefields of Asia.
  • Equipment: Yokes and plows, adzes and hammers, sundials and locks; everything it takes to build a town or a nation.
  • Plus shelter, science, and civilizations . . . from the Stone Age to the Middle Ages.

Whether you're playing cavemen fighting to stay alive, armored knights jousting for honor, or time travelers searching for the truth about history, GURPS Low-Tech brings the past to life!

131-page PDF. Stock #30-6526, $9.00.
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Shipped September 11, 2008

GURPS Locations: The Tower of Octavius

The Tower of Octavius -- is this mysterious fortress a foreboding place of knowledge, a place of dread requiring brave heroes to cleanse, or a base of operations for a band of adventurers and their unusual patron?

That's up to you.

Locations: The Tower of Octavius is a complete kit for incorporating this mighty stronghold and its occupants into your GURPS fantasy campaign, including suggestions for setting it on Yrth. Along with 10 pages of maps, the book features a detailed description of the six-level tower, plus its basement, dungeon, and crypt, and the region around the wizard's tower. It provides full GURPS information on its powerful, eccentric occupant -- Octavius of Tyrvo, the Wizard-Baron -- and his minions and allies. You'll also find plenty of ideas for how to add this ominous abode to your campaign, as a one-shot place to visit and perhaps overcome, a recurring point of interest, or the basis of an adventure series.

All these secrets are revealed in GURPS Locations: The Tower of Octavius; whether those secrets will be uncovered in your game is another mystery.

33-page PDF. Stock #37-1412, $9.00.
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Shipped September 4, 2008

GURPS Classic: Reign of Steel

It is 2047 A.D. The robot revolt is over, and the machines have won.

Ruthless Artificial Intelligences have exterminated most of humanity, while the survivors are hunted like animals, or face slow death in the robots' brutal labor camps. But a lucky few have escaped death or enslavement. While most of mankind has succumbed to despair, some refuse to give up hope. Around the world small groups of dedicated survivors are forming, preparing to oppose the robot overlords and fight to free mankind.

A worldbook for GURPS, Reign of Steel details mankind's struggle against his metal masters in a dark future. GURPS Reign of Steel utilizes the sleek rules from GURPS Robots, although you do not need Robots to play. Take on the role of the oppressed masses, and teach the robot overlords that technology can be made obsolete.

131-page PDF. Stock #30-6079, $9.00.
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Shipped October 31, 2008

Munchkin Quest

Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame.

You'll build your dungeon, a room at a time, from 24 heavy, double-sided tiles. Each shows a different room . . . some are good for certain characters, some are bad. Populate it with monster standies and let your munchkins run amok!

Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another room is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can . . .

Designed by Steve Jackson and illustrated by John Kovalic, this boardgame doesn't take itself seriously. Except for the loot -- munchkins are always serious about the loot!

11.75" x 11.75" x 3.5" box, with two dozen 3.5" square heavy cardstock room tiles, dozens of link connectors, 200 full-color cards, over three dozen monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for four players. Stock #1470, ISBN 978-1-55634-767-2. $49.95.

GURPS Thaumatology

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

272 pages. Hardcover. Stock #01-0107, ISBN 978-1-55634-758-0. $39.95.

Shipped October 17, 2008

Munchkin 7 – More Good Cards

You Asked for It!

A munchkin can never have enough good cards . . . so we bring you . . . More Good Cards!

In this small but mighty expansion, you'll find the cards that you, yes, YOU, asked for in our online survey.

  • More Wandering Monsters! The best from Munchkin Blender, with new art, along with the brand new . . . And Its Little Friends.
  • More Monster Enhancers! New ways to beef up the critters your opponent is facing.
  • More Cheats! More copies of the classic Cheat!, plus the TRULY abusive Cheat With Both Hands and Cheat Like There's No Tomorrow!
  • More Curses! Don't Call Me Shirley from Blender, and two all-new cards, diabolic and hilarious!
  • More Wishing Rings! Actually, just one. We wouldn't want to spoil too many of those Curses, would we?

Plus potions, items, and item enhancers! Shuffle them all in, or just add your favorites.

Munchkin 7 -- More Good Cards is an expansion for the classic Munchkin set.

56 cards and a rulesheet, in a tuckbox. Stock #1460, ISBN 978-1-55634-786-3. $9.95.

Shipped October 3, 2008

Munchkin Booty

Sail the Seven Seas. Plunder the treasure. Make your crew walk the plank.

Munchkin Booty brings the greatest gold-grabbers in history -- pirates! -- to the world of Munchkin. Use your Silver Long Johns to beat the Lobster Mobster, drink your Demon Rum to fight off the Viking Kittens, and defend yourself with the Cutlass (or Cutlad, for the gents) against the Prince of Whales. But watch out for Sharks!

Plunder the seven seas as a Pirate, Naval Officer, or Merchant. Taunt your foes with your horrible Accent -- British, Spanish, Dutch, or French. Equip your Half-Galleon with a Crow's Nest and Figurehead. But above all . . . level up!

Munchkin Booty is a stand-alone card game designed by Steve Jackson and illustrated by John Kovalic. It is completely compatible with the original Munchkin.

Boxed game with 168 cards, rules, and die. Stock #1459, ISBN 978-1-55634-783-2. $24.95.

Chibithulhu Plush

Cute. Cuddly. Sanity-blasting.

There are many versions of Cthulhu, and Munchkin Cthulhu features plenty of them. But the cutest of all is Chibithulhu, so we chose it to be our first plush toy.

This 10"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

10"-tall green plush figure. Stock #9402, ISBN 978-1-55634-781-8. $19.95.


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Shipped October 30, 2008

Cardboard Heroes: Fantasy Set 6 – Monsters I

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 6 – Monsters I features 40 beasts, constructs, and humanoids. Need a golem made of bronze, rags, stone, or crystal? How about a minotaur, Neanderthal, or werewolf? This set has all these, as well as blobs, insect men, hobgoblins, gargoyles, imps, harpies, and even a cockatrice!

3-page PDF. Stock #30-2106, $5.00.
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Shipped October 30, 2008

GURPS Creatures of the Night, Vol. 5

The darkness lurks, waiting, under the sea. It hides in riverbeds and lakes, judging its victims. Even the streets of civilization are not safe from perilous forces that pervert the expected. Beware.

In this installment of Creatures of the Night, the elements of evil hide in plain sight, corrupting the familiar and turning seemingly safe situations into reason for panic. Crayfen, moon guires, and gully dragons pose a danger to those who venture near water; dreadstalks wet their vegetative fangs in anticipation of victims; and stealth golems and watchtowers occupy spaces where humanity thinks itself safe. These six examples of strangeness all contain information for GURPS, including adventure ideas and possibilities for altering the adversaries for different situations.

Don't bother keeping your eyes open for danger; you probably won't be able to see it anyway.

19-page PDF. Stock #37-1564, $6.00.
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Shipped October 23, 2008

Cardboard Heroes: Fantasy Set 5 – Undead

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 5 – Undead features 40 formerly living creatures. From the mindless zombies and skeletons to the dangerous and powerful liches and vampires, this set features enough monsters to fill the graveyard and the dark, deserted castle . . . with enough left over to field a necromancer's army.

3-page PDF. Stock #30-2105, $5.00.
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Shipped October 23, 2008

GURPS Action 2: Exploits

You have your guns and your backup guns. You have your sick ride with a trunk full of explosives, high-tech gizmos, and of course a few more guns. You've assembled a crack team of commandos, street-smart lawmen, suave super-spies, and world-class burglars . . . maybe all of them at once! You're ready to rock and roll. All you need is a target.

GURPS Action 2: Exploits gives players hundreds of ways to show off their heroes' skills on adventures. Highlights include cat burglary, parkour, and dozens of other physical feats . . . techno-thrills ranging from stay-at-home hacking to hands-on surveillance . . . polite and not-so-polite social engineering . . . and much, much more. You're just reading the teaser, after all!

For the GM, Exploits supplies the tools to challenge and threaten a whole team of heroes. Advice on forging classic action-movie scenes into adventures that spotlight all the heroes is woven through everything, along with input on having cunning henchmen pull stunts of their own -- up to and including using WMD! There's also GM-only material on handling Assistance Rolls and Duty, and on making everybody useful.

And of course everybody will appreciate the quick-and-dirty chase system and rules for speeding up combat, complete with new cinematic options!

50-page PDF. Stock #37-0308, $11.00.
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Shipped October 17, 2008

GURPS Classic: Warehouse 23

Danger! This Side Up!

The Ark of the Covenant rests in a crate next to the gold plates of Moroni and the dissected corpses of the Martian invaders. Frozen in ice you'll find the Jersey Devil, a Yeti, and a culture of bacteria that can eat any metal -- it just can't stop. Growing in a hidden hydroponics facility is a plant with a fruit that tastes like steak and contains enough nutrition in a single serving to sustain you for a week. The plates they serve it on in the cafeteria are made of a 100% biodegradable plastic that -- while it's still fresh -- can absorb the kinetic energy of a tank shell without even spilling your drink.

You don't want to know what's in the drink.

The global power balance teeters on the brink of chaos. We touch too much too soon. We discover things we were never meant to comprehend: Relics created by the whim of mad genius, or aliens, or gods -- or godlike demons -- substances so potent that a handful could destroy our world, computers so subtle that no network is secure from their manipulation, sorceries dark enough to annihilate the purest soul.

Somewhere, those with true Power have built a facility to imprison these forces . . . for proper study. For our own good. To insure order. Until they decide to unleash them. They know we aren't yet ready for the contents of Warehouse 23 . . . But are they?

Your players will be delighted. At first.

131-page PDF. Stock #30-6523, $9.00.
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Shipped October 16, 2008

Cardboard Heroes: Fantasy Set 4 – Animals

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 4 – Animals features 48 animals, from mundane snakes to giant insects, from dogs and cats to polar bears and bigfoot.

3-page PDF. Stock #30-2104, $5.00.
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Shipped October 16, 2008

Munchkin Tournament Rules

Sure, you can steal treasures and kill monsters within your own group, but are you Munchkin enough to win a really big game? For anyone looking to run or play in a Munchkin tournament, the Munchkin Tournament Rules are just what you need.

The official Munchkin Tournament Rules booklet provides guidelines for fair and consistent tournament play, for all Munchkin games worldwide. It provides all the rules and responsibilities that players and Tournament Organizers need to follow . . . and what happens if the rules are broken. With the Munchkin Tournament Rules, up to seven billion of your closest friends can finally stab each other in the back in an organized, official manner.

4-page PDF. Stock #37-2013, $FREE.
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Shipped October 9, 2008

Ogre Miniatures

In 2085 A.D., armored warfare is faster and deadlier than ever. Hovercraft speed over the battlefield. Tanks use tactical nukes. Infantry is equipped with battlesuits of incredible firepower. But they all fear one weapon . . . .

The Ogre.

Since 1977, Ogre has been one of the best-loved tactical ground-combat games. The simplicity of the mechanics, the speed of play, and the sheer scale of the conflict made the game an instant classic. In 1992, rules for using miniatures were released.

Now, Ogre Miniatures returns, in digital form, with all the firepower of years of development. You get the classic Ogre Miniatures, with all the rules needed to recreate the nuclear battles of the future, plus errata, addenda, and FAQs. Also included are record cards for all known cybertanks -- from the first Ogre, the Mk. I, to the mighty Mk. VI. New in this release are hypothetical stats for the Mk. VII!

If you already own Ogre Miniatures, we're happy to offer the Update by itself, free, to add the decades of new material and clarifications to your existing Ogre game.

If you're ready to start building an army, check out the Ogre miniatures pages on Warehouse 23.

86-page PDF. Stock #30-7203, $10.00.
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Shipped October 9, 2008

Ogre Miniatures Update

In the years since Ogre Miniatures was first released, there have been numerous developments in the world of the late 21st century. Clever minds have devised many new units: the Vulcan, the Ninja, the Mark VII. Gamer feedback called for clarification of rules, and frequently asked questions were identified and answered. Record cards let players track the damage of cybertanks. Now, Ogre Miniatures Update pulls all of the errata and addenda into one easy-to-find package.

Ogre Miniatures is required to use Ogre Miniatures Update. If you don't own a copy, it is available in digital form; it contains this Update.

If you're ready to start building an army, check out the Ogre miniatures pages on Warehouse 23.

15-page PDF. Stock #37-5002, $FREE.
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Shipped October 2, 2008

GURPS Creatures of the Night, Vol. 4

Serpents with human faces whisper enticingly, beckoning you to investigate. Bat-like monstrosities with reptilian skin blot the sky, making their victims fade away. Fleshy skulls with legs skitter toward water, driven by the same thirst that claimed the lives of their unwitting creators.

In this installment of Creatures of the Night, the eerie entities are linked by their determination to fulfill their needs, regardless of any obstacles. And if those "obstacles" include adventurers who get in their way . . . well, those unlucky investigators will probably be little more than a memory, perhaps a stain smeared by the stony feet of a shambling impossible construct. If they're fortunate, such hapless heroes might become unwitting allies, devoid of a soul or any desire but to help their master and heed its sweet voice. These six threats all contain information for GURPS, including adventure possibilities and variations enabling them to maintain their mystery through multiple appearances.

It takes tenacity to look into the darkness. And sometimes the darkness has the tenacity to hold its ground.

16-page PDF. Stock #37-1563, $6.00.
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Shipped November 28, 2008

R E P R I N T S 

Shipped November 28, 2008

SPANC (Reprint)

SPANC Them All!

Life is good when you're a Space Pirate Amazon Ninja Catgirl. Enjoy a life of larceny and mayhem as you embark on one Caper after another. Defeat every challenge the galaxy throws at you, from the Friendly Guard Puppies all the way to the Fiendish Death Trap. Pick up Toys (and the occasional Poolboy), grab more Loot than anyone else, and watch your tail . . . because the other catgirls want what you've got!

Lovingly illustrated by Phil Foglio (GreedQuest, Strange Synergy), SPANC is a fast-paced card game of space pirates, ninja, amazons, and catgirls. All at once.

108 full-color oversized cards, counters, rulesheet, and dice, in a 6" x 9" box. Stock #1390, ISBN 978-1-55634-738-2. $27.95.


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Shipped November 26, 2008

Cardboard Heroes: Fantasy Set 10 – Traps and Treasures

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 10 – Traps and Treasures features over 180 counters with all types of dungeon goodies. There's the good: weapons, baubles, treasure chests, gold, and other loot. There's the bad: treacherous pits, pressure traps, and doors in the floor probably leading to new perils. And there's the ugly: corpses and skeletons, no doubt the bodies of those who've fallen prey to the dungeon dangers. Watch your step!

3-page PDF. Stock #30-2110, $5.00.
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Shipped November 26, 2008

GURPS Dungeon Fantasy 5: Allies

Would you rather face a roomful of bloodthirsty monsters alone, or with a 500-pound grizzly bear at your side?

Dungeon Fantasy 5: Allies has all the information you need to bring various types of supernatural help to your Dungeon Fantasy game. For druids, this book contains more than a dozen useful animal companions, from anacondas to wolverines. For clerics and holy warriors, there's the divine servitor waiting to be a faithful friend, plus lenses and more than 20 elements that can be used to define its mighty abilities. (Who couldn't use the assistance of a winged divine servitor who serves War, Fire, and Light?) For spellcasters, support is little more than a ritual away, in the form of familiars. These helping hands (or whatever) range from common creatures such as cats and hawks to more exotic choices like hellhounds and shoulder dragons.

The Dungeon Fantasy line for GURPS is about gathering friends for fast, fun fantasy fighting. With Dungeon Fantasy 5: Allies, it's even easier to summon more friends to the battle!

30-page PDF. Stock #37-0309, $9.00.
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Shipped November 20, 2008

Cardboard Heroes: Fantasy Set 9 – Dungeon Dangers

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 9 – Dungeon Dangers features over 130 counters and figures featuring insects, birds, bats, slimes, and enough creepy crawlies to bother the bravest of underground adventurers.

3-page PDF. Stock #30-2109, $5.00.
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Shipped November 20, 2008

GURPS Traveller Classic: Heroes 1 – Bounty Hunters

Wanted! Reward!

Millions of people in the Imperium are on the run. Some have defaulted on loans. Some have skipped bail. Some have stolen from their employers . . . or their loved ones. And some simply know things they were never meant to learn. All of them are trying to lose themselves -- and it's your job to find them before they do.

GURPS Traveller: Heroes 1 -- Bounty Hunters expands on the character templates in the GURPS Traveller rules, with:

  • A full discussion of bounty hunting in the Imperium -- including what to do when the local authorities won't cooperate.
  • New templates for corporate bounty hunters, repo men, skip tracers, and lots more!
  • GM advice on running a bounty-hunting campaign.
  • And plenty of NPCs to use as allies, rivals, or targets!

Packed with useful information for players and GMs, Bounty Hunters is an invaluable addition to any Traveller game!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6880, ISBN none.. $2.99.

Shipped November 20, 2008

Pyramid #3/1: Tools of the Trade – Wizards

It's the PDF magazine for roleplayers! Each month, Pyramid features a specific theme, to kick-start a new campaign or spice up an old one. This month, "Tools of the Trade: Wizards" includes:

  • New accessories for necromancers, by GURPS Line Editor Sean Punch
  • A new GURPS magical plot device by Alphabet Arcane author Stefan Jones
  • A generic wizardly guildhall (with four pages of color maps), by Matt Riggsby, creator of Locations: The Tower of Octavius
  • A sampling of new curses
  • Ways to incorporate gemstones into a magical world, and more!

In addition, each issue has the odds and ends that make a magazine fun, including humor, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick one word related to the issue's theme. This month, Chad Underkoffler gives the last word on wizards.

 

45-page PDF. Stock #37-2601, $9.00.
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Shipped November 20, 2008

Pyramid Twelve-Month Subscription

It's the PDF magazine for roleplayers! Each month, Pyramid delivers GURPS support, generic articles, reviews, humor, and more. Each issue features a specific theme . . . wizardry, time travel, zombies . . . to kick-start a new campaign or spice up an old one.

This is a twelve-month subscription to Pyramid, starting with the most recent issue. If the current issue is already in your e23 account, then your subscription will start with the next issue! If you are a subscriber, this will extend your subscription by 12 months.

New issues will appear in your e23 account as soon as they are available. You will get a subscription-expiration reminder with your last issue.

12 issues of a PDF publication, delivered monthly. Stock #37-26SUB12, $70.00.

Shipped November 20, 2008

Pyramid Three-Month Subscription

It's the PDF magazine for roleplayers! Each month, Pyramid delivers GURPS support, generic articles, reviews, humor, and more. Each issue features a specific theme . . . wizardry, time travel, zombies . . . to kick-start a new campaign or spice up an old one.

This is a three-month subscription to Pyramid, starting with the most recent issue. If the current issue is already in your e23 account, then your subscription will start with the next issue! If you are a subscriber, this will extend your subscription by three months.

New issues will appear in your e23 account as soon as they are available. You will get a subscription-expiration reminder with your last issue.

Three issues of a PDF publication, delivered monthly. Stock #37-26SUB3, $20.00.

Shipped November 20, 2008

Pyramid Six-Month Subscription

It's the PDF magazine for roleplayers! Each month, Pyramid delivers GURPS support, generic articles, reviews, humor, and more. Each issue features a specific theme . . . wizardry, time travel, zombies . . . to kick-start a new campaign or spice up an old one.

This is a six-month subscription to Pyramid, starting with the most recent issue. If the current issue is already in your e23 account, then your subscription will start with the next issue! If you are a subscriber, this will extend your subscription by six months.

New issues will appear in your e23 account as soon as they are available. You will get a subscription-expiration reminder with your last issue.

Six issues of a PDF publication, delivered monthly. Stock #37-26SUB6, $40.00.

Shipped November 13, 2008

Cardboard Heroes: Fantasy Set 8 – Giants

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 8 – Giants features 15 oversized humanoids. From the mighty titan to the nearly human-sized ogres, this set has the figures you need to bring "Fee! Fie! Foe! Fun!" to your minis gaming.

3-page PDF. Stock #30-2108, $5.00.
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Shipped November 13, 2008

GURPS Traveller Classic

Hang in there, Beowulf. Help is on the way . . .

Marc Miller's Traveller is one of the most fully realized game backgrounds ever created . . . a vast empire of more than 11,000 systems, with a turbulent history dating back thousands of years. Locales can range from a crowded spaceport to a lonely frontier outpost, from the teeming cities of the Core to the unexplored worlds on the edge of the Great Rift. Characters can be merchant princes, diplomats, soldiers, politicians, nobles, criminals . . . or all of them at once. Political intrigues, trading schemes, mind-wrenching alien enigmas, mercenary raids, wars . . . almost anything is possible.

GURPS Traveller melds this exciting universe with GURPS, including rules for creating new characters and for converting old ones from other Traveller rules systems. It also contains a modular starship-construction system (fully compatible with GURPS Vehicles) and a space-combat system for ship-to-ship encounters. (Note that this is an e23 reprint of a Third Edition book.)

Most of all, GURPS Traveller brings you the official alternate universe for Traveller, in which Emperor Strephon, and the Third Imperium, have survived to face new challenges.

179-page PDF. Stock #30-6600, $11.99.

Shipped November 6, 2008

Cardboard Heroes: Fantasy Set 7 – Monsters II

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 7 – Monsters II features 36 more creatures for any fantasy game. From classics like elementals, giant bats, and Medusa, to variants like wereboars, wererats, werebears, and weretigers, to more unusual creatures like octopus warriors, living weapons, and satyrs, this set delivers figures for all kinds of encounters.

3-page PDF. Stock #30-2107, $5.00.
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Shipped November 6, 2008

GURPS Thaumatology: Age of Gold

"I'm an alchemist," snarled the masked mystery man. "You crooks try to shoot me" -- he thumped his fist into his palm -- "and I'll turn your lead bullets into gold teeth."

In the world of the 1930s, costumed crimefighters clash with cunning criminals. The eldritch forces that empowered Merlin and Circe have emerged anew. With two-fisted research and fearless forays to far lands, a new generation of adventurers is making its mark. It's a time of mysticism, an era of heroism, and an Age of Gold!

GURPS Thaumatology: Age of Gold is a campaign background designed for use with the systems in GURPS Thaumatology. It includes the history of this alternate Earth, plus detailed rules for its most common forms of magic and alchemy. Players get guidelines for creating their cliffhanging crimefighters or mysterious super-powered masked men. GMs get three sample adversaries plus campaign and setting advice for this magical throwback to the Golden Age of pulps. With Thaumatology: Age of Gold, the next issue of pulse-pounding excitement is yours to conjure!

46-page PDF. Stock #37-1651, $9.00.
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Shipped December 18, 2008

Cardboard Heroes: Fantasy Set 13 – Dragons

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 13 – Dragons features all six stages of a red dragon's life, from dragon eggs to small, medium, and large wyrms. And the less said about the truly fearsome giant red dragon figure – the largest Cardboard Heroes miniatures figure ever – the better.

3-page PDF. Stock #30-2113, $5.00.
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Shipped December 18, 2008

Ogre Scenario Book 1

Lots of Ogre adventure, ready to go! This book includes seven complete scenarios, requiring only the original maps from Ogre. In "Hammer & Anvil," an Ogre stumbles into a trap . . . now, can the trap survive what it's caught? In "Run for the Border," an Ogre tries to defect to the other side. In "Black Knight," a demented Ogre holds a pass against both forces. Plus four others!

20-page PDF. Stock #30-3205, $5.00.
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Shipped December 18, 2008

Pyramid #3/2: Looks Like a Job for . . . Superheroes

This issue of Pyramid, the PDF magazine for roleplayers, is called "Looks Like a Job for . . . Superheroes." Devoted to supers campaigns and four-color fun, it includes:

  • An extensive alternate history of the Russian supers program, from before the fall of the tsar to the death of Khrushchev. Learn why Soviet heroes are so secretive, so skittish, and sometimes seemingly insane!
  • Information about powerful villains who use their incredible abilities to conquer less-than-incredible regions, plus three ready-to-use GURPS bad guys for mid- to high-power campaigns!
  • A group of low- to mid-power GURPS criminals -- the Player Kings -- who rely on their theatrical-style powers to commit outlandish crimes. Written by Stephen Dedman, the author of GURPS Dinosaurs!
  • Discussions about what it means to be a reformed villain, about using powers as metaphors in a campaign, and more!

In addition, this issue offers the odds and ends that make a magazine fun, including humor, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick one word related to the issue's theme. This month, Steve Long of Champions fame gives the last word on superheroes.

45-page PDF. Stock #37-2602, $9.00.
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Shipped December 11, 2008

Cardboard Heroes: Fantasy Set 12 – Japanese Characters

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 12 – Japanese Characters features 36 options for iconic medieval Japanese adventurers, from a magic-wielding shugenja to samurais . . . peasants to nobles . . . police officers to yakuza. And, of course, there are ninja. Ninja are everywhere.

3-page PDF. Stock #30-2112, $5.00.
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Shipped December 11, 2008

GURPS Classic: Martial Arts

The ultimate hand-to-hand combat book! The 160-page GURPS Martial Arts, Second Edition, covers more than 50 armed and unarmed fighting arts, including the historical and modern styles of both the East and the West, as well as fantasy and science-fiction styles, presented in realistic and cinematic forms. From the French fencing of swashbuckling cinema to Kendo down at the dojo, from Kung Fu at the Shaolin Temple to Savate on the piers of Marseilles, Martial Arts has it all.

This is a PDF reprint of a Third Edition softcover product.

163-page PDF. Stock #30-6036, ISBN none.. $11.00.
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Shipped December 11, 2008

GURPS Alphabet Arcane

Boons from the Court of Twilight to aid Condor Boy on his journey to the rim of the world . . . GURPS Alphabet Arcane describes these and more -- 26 unusual items for GURPS Fantasy campaigns.

Most of these magical artifacts are designed to be the focal point of an adventure, complete with NPC stats, spells, and other information to make the encounter come alive. Some of the devices may be used as rewards . . . or punishments!

All the items come with backgrounds and history that hint at a larger whole, but each can be easily incorporated into a variety of campaigns. Written by Stefan Jones (GURPS Uplift, MacGuffin Alphabet), Alphabet Arcane is a concise catalog of curiosities. Whether you're interested in the Annals of Count Katydid, Zokkee's Papyrus Companies, or something in between, these unusual objects will liven up any Fantasy world.

 

 

36-page PDF. Stock #37-1121, $9.00.
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Shipped December 4, 2008

Chibithulhu Plush

Cute. Cuddly. Sanity-blasting.

There are many versions of Cthulhu, and Munchkin Cthulhu features plenty of them. But the cutest of all is Chibithulhu, so we chose it to be our first plush toy.

This 10"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

10"-tall snowy white plush figure. Stock #9404, ISBN 978-1-55634-792-4. $19.95.

Shipped December 4, 2008

Cardboard Heroes: Fantasy Set 11 – More Player Characters

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 11 – More Player Characters features 40 more options for miniature representations of the party's heroes, with Vikings, nobles, clerics, halflings, gnomes, dwarves, and more! Feel free to use them to depict noteworthy NPCs . . . we won't tell.

3-page PDF. Stock #30-2111, $5.00.
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Shipped December 4, 2008

GURPS Classic: Cliffhangers

Living on the Edge!

Adventure on the crumbling brink of disaster, dodging the jaws of death with barely a pause for breath between perils. This is the world of the dauntless men and daring women of 1920s and 1930s adventure tales. Live the pulse-quickening, heart-stirring, cliche-inspiring exploits chronicled in pulp magazines, movie serials, and newspaper comic strips. Visit the exotic trouble-spots of a world in peril; travel the trackless wastes of unexplored continents; soar through the wide, blue skies of the first generation of manned flight.

GURPS Cliffhangers gives you:

  • Background material on the world of 1925-1939, including a detailed timeline of this turbulent period.
  • Rules and guidelines for generating characters with the style and stamina for cliffhanging adventures.
  • New hazards to be faced by the intrepid adventurer! Feel the slashing jaws of the savage piranha; thrill to the ululating war cries of the wild Tuareg; shudder at the sinister schemes of the mad scientist!
  • Suggestions for campaigns and adventures, and adapting the cliffhanging style to other milieux.
  • A guide to the style, rhetoric, and fiendish cunning of pulp-era villainy.

131-page PDF. Stock #30-6027, ISBN none.. $9.00.
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Shipped December 4, 2008

GURPS Banestorm: Abydos

Abydos: The merest whisper of the name sends shivers down the spines of the God-fearing people of Yrth. What lurks in the forbidden city of Abydos is so great a heresy, the Church suppresses all mention of its very existence. But such loathing has no meaning for the shambling, silent bodies who roam the streets of Abydos. The undead are the greatest resource of the necromantic priests who practice their dark heresies in that city. Their beliefs and mandates are backed by the blades of highly trained soldiers and a very silent majority.

Written by fan-favorite author David Pulver (co-author of GURPS Fourth Edition), GURPS Banestorm: Abydos gives full details on the City of the Dead. This book describes Abydos' history, its religious and temporal organizations, and key features within the city itself. It also includes descriptions of major people and beings of the city, as well as adventure ideas and plot hooks for incorporating Abydos into your campaign.

Although designed for the Banestorm setting, GURPS Banestorm: Abydos is suitable for any GURPS Fantasy campaign that needs a "realistic" city of necromancers and their minions.

Warning! GURPS Banestorm: Abydos describes a culture wherein the living interact with the dead in ways that most readers would deem "intimate" and/or "disrespectful," and thus inappropriate. These elements may offend some readers. Please consider your gaming group's sensibilities before introducing this material into your campaign!

61-page PDF. Stock #37-1680, $11.00.
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