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Shipped January 30, 2006

Man to Man

Choose Your Weapons . . .

and your armor, and your shield. You're ready to fight it out -- Man to Man.

Design your own fighter: sword-wielding barbarian or fencer, martial artist or archer. Attack, dodge, parry, block, and maneuver, just as you would on the battlefield or in the arena. If you survive, hone your skills for future combats -- if you survive . . .

Steve Jackson, designer of Car Wars, Ogre, and Illuminati, now brings you an exciting medieval combat system -- the first release from GURPS, the Generic Universal RolePlaying System. You can play Man to Man as a fast-moving boardgame, or use it as a combat module for any fantasy or medieval roleplaying adventure.

Some elements of this set were originally printed on oversized paper, so the PDF version contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

95-page PDF. Stock #30-1204, $11.00.

Shipped January 30, 2006

GURPS Classic: Orcslayer

Six young warriors - sent to do the work of thousands!

Generations ago, the orc-hordes swarmed east into the peaceful kingdom of Caithness. Now they're coming back.

Last time, it took an army to stop them.

This time, your lord is sending you . . .

Orcslayer is the first combat adventure for Man to Man. It's both a combat game and a roleplaying adventure. Nine linked combat scenarios are divided by roleplaying "interludes" - a whole new concept in adventure supplements.

Orcslayer also include the NPC Reaction Table from GURPS; random encounters; four new maps (double-sized Castle Keep, Castle Wall that can be duplicated to completely surround the Keep, and Cavern); and 15 pre-generated NPCs of several different races. The book is suitable for three-hole punching.

Orcslayer is set in the fantasy kingdom of Caithness - which can become part of any GM's game-world. Further adventures will use the same background, allowing the adventure to continue.

But first, you must survive Orcslayer!

52-page PDF. Stock #30-6002, $4.00.
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Shipped January 30, 2006

GURPS Classic: Ice Age

A World Of Danger!

You're in the Ice Age, where mankind battles for survival. The weather is harsh. Gigantic beasts, and your own savage cousins, surround you on every side. You have no Uzis or bulletproof vests, no automobiles, no penicillin, not even as much as a match (or a Fire spell). You have only your wits and the weapons you can make by hand.

Can you survive?

Included in this GURPS worldbook are:

  • An overview of the Pleistocene Epoch, the dawn of mankind.
  • Detailed information on seven hominid races - Australopithecus gracilis, Australopithecus robustus, Homo habilis, Homo erectus, archaic Homo sapiens, Neanderthal man, and Cro-Magnon man.
  • Character creation and roleplaying for all races, including new advantages, disadvantages and skills.
  • A system of primitive magic - Shamanism - with its own spells.
  • A bestiary of Ice Age animals - including dinosaurs, for a "Lost World" adventure.
  • A complete adventure pitting Neanderthal tribesfolk against Cro-Magnon invaders.

Ice Age can be used in many ways, for many types of campaigns:

  • A full background for a realistic or romanticized prehistoric campaign.
  • A guide for primitive tribes in a post-holocaust campaign.
  • A sourcebook for a lost realm in a pulp or adventure campaign.
  • A "primitive" world for an outer-space adventure.
  • Or, for a change of pace, try cave man slapstick, with dinosaurs, giant bugs, big clubs, and ancient astronauts!

This book is designed for use with the GURPS Basic Set, Third Edition, but can be used as a sourcebook for any other roleplaying game system.

68-page PDF. Stock #30-6014, $4.00.
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Shipped January 30, 2006

GURPS Classic: Scarlet Pimpernel

Cheat the Guillotine

"We seek him here, we seek him there
Those Frenchies seek him everywhere.
Is he in Heaven? Is he in Hell?

That demmed elusive Pimpernel!"

So runs the verse about the darling of Regency London . . . the Scarlet Pimpernel, elusive rescuer of the victims of the French Revolution. The streets in Paris are awash in blood as Robespierre orders hundred to the guillotine, yet this unknown Englishman and his brave band continue to spirit the innocent to safety in England.

Who is this Scarlet Pimpernel? Why does he risk life and honor in a land not his own? And who is brave enough to forsake the Prince Regent's glittering court to join the Pimpernel under the very shadow of Madame la Guillotine?

Scarlet Pimpernel is set in France during the darkest days of the Reign of Terror. Join the Pimpernel and his gallant crew as they outwit the Committee of Public Safety and its agent Chauvelin again and again. Aristocrats, clergy, shopgirls, even the Dauphin himself - no one is beyond the Pimpernel's aid.

This book contains a complete chronology of the French Revolution, game statistics for the Pimpernel and his major lieutenants, maps of Paris and France in the 1790s, and four complete adventures, plus sidebars on everything from fashion to politics . . . everything you need for a swashbuckling campaign in the days when France turned upside-down.

This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying game. GURPS Swashbucklers is highly recommended, but not required.

100-page PDF. Stock #30-6045, $6.00.
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Shipped January 30, 2006

GURPS Classic: Aztecs

Blood And Sacrifice!

The empire of the Aztecs stretched from ocean to ocean. They worshipped hundreds of gods, kept elaborate calendars and built gigantic stone pyramids that still stand as testament to their might. Their relentless armies seemed unstoppable.

Then, in 1519, a few hundred Spanish invaders toppled it all.

To the Spanish, the Aztecs were monstrous savages . . . pagans who tore the living hearts from thousands of innocent victims to feed a bloody idol. They never understood the culture they were destroying . . . or the philosophy behind the cruelty. The Aztec society was totally alien, stranger than any fantasy land. Now you can visit the world of the Aztecs from the inside.

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

132-page PDF. Stock #30-6054, $9.00.
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Shipped January 30, 2006

GURPS Classic: Espionage

In the world of the spy, nothing is as it seems. Your closest friends are your enemies; every plot has a hidden agenda; fact is stranger than rumor, and no one can be trusted. Anyone who enters the deadly world of espionage must have the sharpest wits, the best equipment, and the most complete information. Only the truly brave and cunning will live to see their next mission . . .

Welcome to the world of spies and counterspies, codes and ciphers, ruthless subversion and desperate heroism. GURPS Espionage covers both the high-tech world of the cinematic super-spy and the gritty adventures of the real-life secret agent. Includes gadgets, a comprehensive list of real-world agencies, and a glossary of spy talk.

132-page PDF. Stock #30-6055, $9.00.
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Shipped January 30, 2006

GURPS Classic: Arabian Nights

Open Sesame!

Flying carpets and magic lamps . . . flashing scimitars and scheming viziers . . . crusaders, Mongols and Bedouin . . . sultans, poets, merchants and the original Assassins – all this and more can be found in GURPS Arabian Nights.

  • Play a merchant, mercenary or dervish in the burgeoning Islamic civlization, as the Arabs spread across Persia and Africa to the very gates of Europe.
  • Confront the terrible shapeshifting djinni, creatures of smokeless fire. Battle them for glory and remembrance . . . and an irresistible black sword.
  • Cast spells that move mountains and tame fantastic beasts – or use wits and stealth to defeat evil wizards.
  • Voyage like Sinbad – or ride with Marco Polo – in search of Chinese silk, exotic Indian blades and wild foreign magic.
  • Fight in the Crusades, when Christendom sought to free the Holy Lands – and Islam held off the Frankish invasion.
  • Battle alongside brave Mamelukes, Turkish slave soldiers of Egypt.
  • Dream of "a rose-red city, half as old as time" – then go there, and learn what kismet, destiny, has in store for you.

Inside this fascinating book are descriptions of the world of the Arabian Nights, its tumultuous history, the religions that define its culture, character development, beasts of fact and fantasy, outlandish magic and unique campaign ideas. There are a thousand and one journeys in GURPS Arabian Nights!

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

133-page PDF. Stock #30-6062, $9.00.
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Shipped January 30, 2006

GURPS Classic: Fantasy – Harkwood

Tournament of Treachery

Welcome to Harkwood! Fame and fortune await you in Baron Fenmarc's Prize Tourney, the largest tournament in southern Caithness! But it won't be easy - there are over a hundred knights and adventurers, ready to compete with sword and lance, bow and crossbow.

The bazaar at the Tournament carries its own enticements and opportunities. Merchants have journeyed to Harkwood as well, bringing exotic wares from all corners of the known world. Also here are alchemists and wizards, selling their talents and enchantments to those who can afford them.

But this year, someone else is attending His Excellency' festival - a base villain, plotting to ruin Fenmarc and seize control of Harkwood. Can this evil Mastermind be unmasked in time to stop his diabolical plan and save the baron and the barony?

Harkwood is an adventure/sourcebook for GURPS Fantasy, set in the world of Yrth. Inside, you'll find:

  • Tourney Rules - new rules for non-lethal tournament combat and knightly jousting - including the Lance skill!
  • Intrigue in Harkwood - an action/intrigue adventure for 3 to 6 players, set during Baron Fenmarc's Summer's Day Tourney.
  • Caithness - the sourcebook for a medieval kingdom in the world of Yrth, including its sixteen baronies and lordings, and their rulers . . . with the seeds of a civil war in which the PCs can play a heroic part.
  • Harkwood - detailed background material for a campaign set in this Caithness barony, complete with maps of important locations and over 20 non-player characters.

68-page PDF. Stock #30-6101, $4.00.
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Shipped January 30, 2006

GURPS Classic: Space – Unnight

Wizards of the Lost Colony

500 years ago, a half-million people vanished in space. Now their descendants have been found. What cultures have evolved in half a millenium? What alien works and ways have been discovered? What will the lost children of Earth think of the Universe that is now open for them?

Unnight is a GURPS Space supplement for 3 to 6 players. It includes:

  • A planetary record sheet for the world of Unnight, and information on its strange animals and plants.
  • Data on Unnight's sun Stuzak, its anomalous satellite Orb, and the rest of the Stuzak system.
  • The nations and cultures man has built on this new world . . . including the flying Hawk Lords and the secretive "Wizards."
  • "First Contact," an Unnight adventure.

68-page PDF. Stock #30-6105, $4.00.
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Shipped January 30, 2006

GURPS Classic: Fantasy – Tredroy

The City of Three Laws

Located at the juncture of three very different nations, the city of Tredroy has evolved an identity all its own. It's a place of sophistication, trade, diplomatic intrigue . . . and sometimes knives in the night. It's a place where everyday behavior on the West Bank can be a serious offense on the East, and your only hope for freedom might be a dash across the hundred-yard bridge!

From brawling docksides to Council chambers, from wizards' workrooms to wealthy Guildhalls, here is a complete city that will add spice to any fantasy campaign. Tredroy includes places to visit, people to meet, customs, economics, politics, and a short adventure.

Tredroy was designed for use with the GURPS Basic Set. Nothing else is required, but since Tredroy is set in the world of Yrth, it fits seamlessly with GURPS Fantasy, GURPS Magic and GURPS Grimoire. Or it can easily be adapted to any fantasy background and roleplaying system. You can also use this supplement with the Fourth Edition worldbook for Yrth, GURPS Banestorm.

Welcome to the City of Three Laws. Be careful . . .

68-page PDF. Stock #30-6106, $4.00.
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Shipped January 16, 2006

GURPS WWII: Their Finest Hour

In 1940, after tearing through Western Europe in a dazzling series of victories, the seemingly unstoppable Nazis were poised to take England. But Hitler could not cross the English Channel without undisputed control of the skies. The Germans would use the Luftwaffe, battle-tested in the Spanish Civil War and the blitzkrieg victories in Czechoslovakia, Poland, Belgium, and France, experienced and deadly. The British would defend themselves with the Royal Air Force, plus the grit and determination of over a million civilians who pitched in and served in the Home Guard, Observer Corps, and as firemen, rescue workers, ambulance drivers, and more.

Their Finest Hour is a complete roleplaying sourcebook for one of the most inspiring episodes in all of World War II. A complete history of the campaign kicks off the sourcebook, followed by suggestions on the many kinds of characters you can play in a Battle of Britain game, complete stats on aircraft that flew in the battle that have not been covered in previous GURPS WWII releases, and an entire chapter of campaign and adventure ideas - plus ideas for where to send veterans of the campaign after the Battle of Britain is over!

67-page PDF. Stock #37-8004, $9.00.
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Shipped February 27, 2006

King's Blood

Love. Royalty. Tragedy. Will your line reign supreme? King's Blood is a fast-paced multi-player card game. Build the family tree by arranging marriages, exiling rivals, and crowning new royalty. Match a character with a compatible member of the opposite sex, and start a new generation. Play the last family member from your hand, and you've won!

King's Blood was originally published by Fujimi Shobo in Japan, where it remains a fan favorite. Steve Jackson Games is proud to offer the authorized English translation of this fast, fun game, complete with all the beautiful original manga artwork. Copyright Β© 2003 Group SNE / Tsukapon / Fujimi Shobo Co., Ltd.
English translation rights arranged with Kadokawa Shoten Publishers, Co., Ltd., Tokyo
through Japan UNI Agency, Inc., Tokyo

90 cards in a tuckbox. Stock #1393, ISBN 1-55634-748-0. $16.95.

Shipped February 13, 2006

GURPS Traveller: Interstellar Wars

The transition between the First Imperium, governed by the Vilani, and the Rule of Man, led by the Terran Confederation, has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time in any game system, Traveller players can explore this rich setting.

GURPS Traveller: Interstellar Wars covers the 200 years of war and change as the ancient Vilani Imperium falls to the upstart Terrans. In this time of conflict, the opportunities for adventure are more exciting than ever before! Forge new trade routes within the Imperium itself. Defend the homeworld from invaders during the Siege of Terra. Make first contact with alien races. Help guide the Terran Confederation in its expansion from a single planet to a star-spanning empire.

GURPS Traveller: Interstellar Wars is an official GURPS Fourth Edition sourcebook for the Traveller universe. It includes a detailed timeline, along with rules for starship design, interstellar trade, exploration, ship-to-ship combat, and tailoring characters to the last days of the First Imperium.

240 pages. Full color. Hardback. Stock #01-2401, ISBN 1-55634-746-4. $39.95.

Shipped February 1, 2006

Munchkin 4 – The Need For Steed

Munchkin 4: The Need for Steed is the latest expansion for the original Munchkin – 112 more John Kovalic-illustrated cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend . . . Oh, wait – this is Munchkin! So these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Narbonic), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It’s hard to tell.

Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings, who look quite a bit like Sidekicks from Super Munchkin, or Minions from Munchkin Bites! Add these valuable characters to your retinue, use their special abilities, and sacrifice them without a thought to save your own skin! Or, better yet, kill somebody else's Hireling. That's the way a Munchkin does it!

Feel the need . . . The Need for Steed!

112 cards in a clamshell display pack. Stock #1444, ISBN 1-55634-749-9. $16.95.


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Shipped February 27, 2006

GURPS Magic

Magic is Everywhere

Completely revised and updated for GURPS Fourth Edition, this full-color PDF combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these virtual pages, crackling with mystic energies, you'll find:

  • The core magic system for GURPS, expanding on the material presented in the GURPS Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete, updated rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the Magic Items series and Wizards.

This is a powerful book, indeed. Use it wisely.

243-page PDF. Stock #31-0101, $25.00.

Shipped February 27, 2006

GURPS Lands Out of Time

Humans and dinosaurs go together like gamers and pizza. That tens of millions of years separated the last of the dinosaurs from the first of the humans is a mere inconvenience, easily ignored. GURPS Lands Out of Time is a sourcebook for human/dino adventuring, providing all you need to know to place man and giant reptile side-by-side, whether it's a "Lost World" adventure, caveman slapstick, or something in between. GURPS Lands Out of Time is an e23 original game setting for GURPS Fourth Edition.

44-page PDF. Stock #37-0602, $9.00.
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Shipped February 13, 2006

GURPS Fantasy

Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth -- with all its subgenres and inspirations (myth, novels, movies, etc.) -- allowing you to handle any kind of fantasy.

GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings -- from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many ways that magic and users of magic can work in a fantasy world.

And, perhaps most important, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans.

Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. The softcover reprint contains the same material, with black-and-white interiors and a lower price.

(This is not an update of the Yrth setting presented in the old GURPS Fantasy. For that, we have GURPS Banestorm.)

244-page PDF. Stock #31-1001, $25.00.


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Shipped March 20, 2006

GURPS Space

The Future Is Yours!

Now updated for GURPS Fourth Edition, this is the ultimate toolkit for any campaign between the stars. Explore options for space travel and technology, from the realistic to the miraculous. Design alien races and monsters. Create campaigns of every style, from science fantasy to space opera to near-future realism. Build worlds, from asteroids to Dyson spheres.

With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems . . . quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

GURPS Space is written by two experienced GURPS creators: Jon Zeigler (author of GURPS Traveller: Interstellar Wars and GURPS Traveller: First In), and James Cambias (author of GURPS Mars, GURPS Planet Krishna, and GURPS Planet of Adventure.

Hardback, full color, 240 pages. Stock #01-1002, ISBN 1-55634-245-4. $34.95.


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Shipped March 20, 2006

GURPS Infinite Worlds

Infinite Worlds . . . Infinite Adventure!

The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us.

The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and they want to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5.

Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it.

Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one full-color hardcover volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this kind of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules.

Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.

244-page PDF. Stock #31-2001, $25.00.
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Shipped April 17, 2006

Toon

Let's Get Silly!

Toon is a different roleplaying game. Remember those great Saturday morning cartoons? Now they're back - and you're the star!

Toon lets you be a rabbit, duck, mouse, moose, woodpecker, wombat, crocodile, caveman . . . whatever you want.

In Toon, anything can happen, and nobody ever gets killed. Been punched? Blown up? Steamrollered? Don't worry - you'll bounce back in the next scene, ready for more!

This book includes quick, simple rules, plenty of silly charts and tables, and lots of cartoon adventures - a joker's dozen! This edition of Toon includes all the material from the original version, plus everything from Toon Silly Stuff, Son of Toon, and Toon Strikes Again - and lots of brand-new material, including two new Feature Films!

Ready to get silly? Get in Toon!

212-page PDF. Stock #30-1203, $15.00.
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Shipped April 17, 2006

GURPS Classic: Aliens

We Are Not Alone

In fact, every time we open the airlock, we meet a new race . . .

GURPS Aliens presents over two dozen new races for your campaign! Use them in any science fiction adventure . . . or fantasy, or horror. Or, if you're tired of throwing the same old metavillains at your GURPS Supers players, these alien allies, foes, and technology will keep your game flying.

Many of these races are suitable for use as player characters or allies . . . some are implacable foes . . . and a few are truly alien. Among the creatures you'll meet:

  • The tentacled Purulu, galactic meddlers and misers. These radioactive octopi can buy anything they want . . . except a world of their own.
  • The Memer and Saret, tramp steamers of the spaceways. These symbiotic partners rarely eat and don't need air or warmth; their slow, leaky ships are vital to galactic commerce.
  • The obsessively curious Irari, long-loved winged bipeds who hire other races to do the boring task of ruling them.
  • The callous Verms (short for "vermin") – a hungry hive of mind-controlling crabs, who can devour a human community from within.

Race descriptions include:

  • Physical appearance – and special physical abilities and limitations, along with the race's preferred environment.
  • Psychology – These aren't just people in bug suits! Some aliens have psychologies that are . . . different. What do they want? What do they love – or fear? How do they think and behave? (Then again, some of the strangest-looking races can be very human . . . )
  • Racial ecology – what do they eat? How did they evolve?
  • Culture, religion, and politics – how do they behave at home? What (if anything) do they worship? How do they deal with humans and other citizens of the galactic civilization?

Also included are rules for designing new alien races, including racial advantages, disadvantages, and skills. Invent balanced alien designs that will intrigue and challenge your players!

134-page PDF. Stock #30-6010, $9.00.
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Shipped April 17, 2006

Tooniversal Tour Guide

Wish You Were Here!

During Tooniversal Tours' nine-stop journey, you'll travel through danger, drama, adventure and - most of all - comedy! Lose yourself in nine riotous parodies of the most popular roleplaying and science-fiction genres. It's all here in the Tooniversal Tour Guide!

Visit exciting . . .

  • Atomic Monster Theater - Where giant creatures like Squidzilla and Clamera rise from the ocean depths, and only you can stop them!
  • Dungeons and Toons - Loot dungeons! Slay dragons! Escape with as many Lead Pieces as you can carry! Isn't this what roleplaying is all about?
  • Crawl of Catchoolu - Watch your insanity slip away as you battle the Elderly Gods and their minions.
  • CarToon Wars - Where the right of way goes to the biggest pies! You can arm your car to the teeth, load up on cream pies, and blast, boggle and bamboozle your friends to bits.
  • Toonpunk 2020-1/2; - Slot into cyberspace to raid the gloomy Corp systems. Or Cruise the streets with the Toonpunks of Blight City - but watch out for the Serious Police!
  • Star Toon, Supertoon, Mektoon and more!
  • Also included in your tour package - new rules, shticks, record sheets, silly tables and other Toon lunacy . . .

212-page PDF. Stock #30-7604, $15.00.
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Shipped April 17, 2006

GURPS Powers

Save the World . . . or Destroy It!

GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!

Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly - two crucial concepts for comic-book superheroics.

GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover.

If you've got a high-powered campaign – or high-powered players – you want GURPS Powers!

244-page PDF. Stock #31-0102, $25.00.

Shipped April 17, 2006

GURPS Traveller Interstellar Wars Combat Counters

This free set of counters provides all the ships, missiles, gravity hexes, world, small body, and disabled markers you need to play out battles using the combat system in GURPS Traveller Interstellar Wars. Just cut out the counters, mount them on cardboard or cardstock, and you're ready to play! You can also print them directly to cardstock with the right stock and printer set-up. The counters can be used with any map that uses one-inch or larger hexes.

12-page PDF. Stock #37-6602, $FREE.

Shipped April 3, 2006

GURPS Banestorm

Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters – including people snatched from our Earth and other worlds by the cataclysmic Banestorm!

Whole villages were transported – from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here – they're current events!

Characters can journey from the windswept plains of the Nomad Lands – where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla – to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din.

This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. It provides GMs with a complete world background – history, religion, culture, politics, races, and a detailed, full-color map – everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism, all of which conforms to the just-released GURPS Fantasy and GURPS Magic.

So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers.

Yrth awaits the legend of you!

260-page PDF. Stock #31-2002, $25.00.

Shipped April 3, 2006

Caravan to Ein Arris Fourth Edition Update

The city is buzzing when Halmaro the Red, the head of the Merchants' Guild, organizes the greatest caravan the world has ever seen to deliver his daughter . . . and her fabulous dowry . . . to Ein Arris for her wedding. There is a wealth of opportunity for resourceful adventurers whose wits are as keen as their swords -- are you one of them?

Caravan to Ein Arris was originally published in the GURPS Basic Set, in the pre-revision Third Edition. It was out of print for years, then brought back in PDF form. And now, it's been completely updated for the Fourth Edition of GURPS!

 

Ein Arris has always been a wonderful introductory adventure for the GURPS system, and now it's doing it again for Fourth Edition. And best of all . . . it's free! So fire up your computer and give it a spin, and take the Caravan to Ein Arris!

24-page PDF. Stock #37-0031, $FREE.
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Shipped April 3, 2006

Toon Munchkin

Two great games that go great together - Toon and Munchkin! All the crazy characters, silly spells, troublesome traps, mirthful monsters, wondrous weapons, and terrific treasures from the Munchkin card game are now yours to play in Toon, the funnest roleplaying game ever.

The whole idea behind the Munchkin card game is to venture into dark dungeons, slay monsters, take their stuff and then, when the time is right, slay your fellow munchkins and take their stuff. As you may have noticed, this sounds suspiciously like not only a session of Dungeons and Toons, but most other fantasy roleplaying games. The big difference is that Munchkin and Dungeons and Toons reward such behavior, while other roleplaying games tell you it's a bad thing.

Please note that Toon Munchkin is not a complete game. You will need the basic Toon rules and the Dungeons and Toons rules from the Tooniversal Tour Guide to play.

49-page PDF. Stock #37-7611, $8.00.
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Shipped May 15, 2006

GURPS Classic: Fantasy II

A World of Chaos

In the center of the world is a land hammered by the weather, tortured by insane gods, plagued by grotesque monsters and haunted by magic. Only the bravest survive in the Mad Lands.

Yet they do survive . . . hearty hunters, fishermen and warriors with the courage to face a world in constant turmoil. Clever and self-reliant, they refuse to yield to the land's ever-present threats -- chaotic gods, brutal monsters and immortal sorcerers.

This book has everything that the GURPS GM needs to run a campaign in the dark-fantasy world of the Mad Lands, including . . .

  • A full-color, fold-out map of the Mad Lands and surrounding areas.
  • Descriptions of neighboring lands, including the bizarre Savarginia, the hostile Togeth and the mysterious Whiteness.
  • A campaign where party members have known each other from birth. Roleplaying and personality development are important. Improve your status through brave deeds, but don't think of back-stabbing . . . your comrades are all that stand between you and the pits of hell.
  • Gods! The chaotic deities who warp the very land and change all they touch. No one worships these mad powers. No one sane, that is . . .
  • Monsters! The vicious Skinless, the berzerk Headless, the sinister Heightless and many more - once human, they now prey on humanity.
  • The Soulless - a race of immortal sorcerers so bored with their endless lives that they will pursue any eccentric activity. And humans make such amusing playthings . . .
  • Rules for incorporating the fickle force of magic into the campaign. In the Mad Lands, magic is unpredictable . . . a thing to be feared.

Here is a land of danger and death, monsters and magic. Adventures here aren't loot-and-pillage - they're battles for mankind's very survival in a world of chaos. Pit your raw courage against foes beyond imagination. Visit the Mad Lands if you dare . . .

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

134-page PDF. Stock #30-6063, $9.00.
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Shipped May 15, 2006

GURPS Traveller Interstellar Wars

The transition between the First Imperium, governed by the Vilani, and the Rule of Man, led by the Terran Confederation, has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time in any game system, Traveller players can explore the depths of this rich setting.

GURPS Traveller: Interstellar Wars covers the 200 years of war, peace, and overwhelming change as the ancient Vilani Imperium falls to the upstart Terrans. In this time of conflict, the opportunities for adventure are more exciting than ever before! Forge new trade routes within the Imperium itself. Defend the homeworld from invaders during the Siege of Terra. Make first contact with alien races. Help guide the Terran Confederation in its expansion from a single planet to a sector-spanning empire.

GURPS Traveller: Interstellar Wars is an official GURPS Fourth Edition sourcebook for the Traveller universe. It includes a detailed timeline, along with rules for tailoring characters to the last days of the First Imperium, starship design, interstellar trade, exploration, and ship-to-ship combat.

244-page PDF. Stock #31-2401, $24.99.

Shipped May 15, 2006

GURPS Space: Planetary Record Worksheet

Every space campaign needs worlds - maybe hundreds of them! Sometimes a GM has something very specific in mind, and sometimes he's willing to let the dice decide. But whichever way you go (or even if you mix the two), GURPS Space's chapters on Basic and Advanced Worldbuilding (on pp. 62-133) take you through the process step by step.

Now e23 makes the job even easier with GURPS Space: Planetary Record and Worksheet, another free game aid! There are worksheets for every step of the worldbuilding process, and a ready-to-go Planetary Record Sheet at the end, waiting for the important data for your next space warlord's home planet, mysterious spawning ground of the enigmatic alien race, or maybe the perfect site for the newest colony. You can do it all with GURPS Space: Planetary Record and Worksheet. And did we mention it's free?

15-page PDF. Stock #37-0204, $FREE.
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Shipped May 1, 2006

GURPS Classic: Camelot

Knights and Wizards!

They were the best knights in the world. They were advised by the most powerful wizard of all . . . Merlin himself! And their leader was King Arthur, bearer of Excalibur.

The story of Camelot is the story of chivalry itself. All the knightly traditions of fantasy . . . monster-slaying, maiden-rescuing, jousts, adventures in disguise . . . came from the tales of King Arthur, as told by a thousand years of bards. Now Camelot comes alive for the roleplayer.

GURPS Camelot includes backgrounds for three versions of the legend.

  • The Traditional Arthur of folklore,
  • The modern Cinematic Arthur of swashbuckling adventures, and
  • The Historical Arthur, the ancient British ruler who fought against Saxon invaders.

132-page PDF. Stock #30-6041, $9.00.
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Shipped May 1, 2006

GURPS Classic: Bunnies and Burrows

GURPS Bunnies & Burrows is a new edition of the classic game originally published in 1976. Completely revised, expanded and converted to GURPS, it presents a world in which player characters are rabbits. . . faced with a land full of monstrous, hungry foes, with humans worst of all!

GURPS B & B is a game of wits, rich in roleplaying possibilities. A rabbit can't bully his way through the world - not usually, anyway! Characters in this game must be clever to survive.

132-page PDF. Stock #30-6060, $9.00.
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Shipped May 1, 2006

GURPS Classic: Horror – Chaos in Kansas

Beware of the Dire Dreamer ...

Tom Heskith, the son of a rich Kansas oilman, has disappeared! Was he kidnapped? Did he run away? Or perhaps something a bit more sinister is going on . . .

Chaos in Kansas is an adventure source book for GURPS Horror and GURPS Cliffhangers. In The Dire Dreamer the characters will be swept up into a web of mystery and terror as they seek to find the missing person . . . without losing their lives or their sanity in the process.

Then it's on to The Cement Works, where the workers are ready to go on strike, the equipment is taking on a life of its own, and things are not always as they seem . . .

Liberty, Kansas, is the backdrop for the adventure. This sleepy little town (population: 9,832) is the typical Kansas city of the 1930s . . . or is it? Strange disappearances and mysterious noises are becoming disturbingly frequent. Over 45 locations in the town are detailed, including restaurants, speakeasies, hotels and many other locations. NPCs such as Sheriff Don Barr and the moonshining Compton boys are provided to flesh out both the adventure and an ongoing campaign. Minor NPCs are detailed in the locations in which they are encountered.

Chaos in Kansas provides the gamemaster with everything needed for a Cliffhangers campaign, including a map of Liberty and surrounding environs, hints on how to leave the players hanging from adventure to adventure, and ideas for using Liberty in future adventures.

36-page PDF. Stock #30-6110, $4.00.
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Shipped June 12, 2006

Cowpoker

From James Ernest and Mike Selinker comes a fast-playing card game of cattle rustling and shootouts . . . Cowpoker.

It's a range war for two to four players. Rustle each others' cattle. Hire away each others' cowpokes. Recruit the wacky characters into your Ranch for points and bonuses, and collect them in tricks from the roundups and shootouts. Once all the cards are taken, make poker hands to score additional points! Every card can be used at least two different ways, so there's strategy as well as luck.

Each full-color card is illustrated by Greg Hyland, the artist of Burn in Hell and Munchkin Fu.

Cowpoker – the card game that's a rootin' tootin' good time until the cows come home. Yeeehaw!

66 cards in a tuckbox. Stock #1395, ISBN 1-55634-750-2. $11.95.


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Shipped June 12, 2006

GURPS Traveller: Interstellar Wars Sector Map

This map has been collated from unclassified information gathered by he Ministry of Trade and the Ministry of War, supplemented by reports from independent traders and other sources outside the Terran Confederation. It provides the most up-to-date summary of the worlds in the immediate vicinity of Terra, including all known worlds within the Vilani Imperium in this region of space. The Ministry of Trade solicits additions or corrections to this map by any merchant or other person with first hand knowledge of any world thereon.

It also looks really great on your wall, but that is entirely coincidental.

1 poster. Stock #9513, $10.00.

Shipped June 12, 2006

GURPS Classic: Robin Hood

Steal From the Rich . . .

Enter a world of gallantry and adventure -- a world where tyrants exploit the helpless, and an outlaw hero fights for the oppressed.

This is the world of Robin Hood.

The legend comes to life . . . in six different settings throughout time and space.

  • Begin your adventure in Sherwood Forest with the original Robin Hood and all his friends and foes.
  • Dive into swashbuckling adventure with a Highlands rebel, fighting British oppression in 17th-century Scotland.
  • Journey to the Old West with Splits Arrow and his band of Sioux braves, striking back against the Cavalry.
  • Face the dark justice of Librum, ruthless super-vigilante of the city night.
  • Jack into the worldnet with Cyber-Robin while she rips off the greedy corporations that suck the country dry.
  • Or storm the starships of the corrupt Oratech Corporation with the fearless Asteroid Raider.

Whatever the world, wherever he's needed, there will be a Robin Hood!

NOTE: This PDF is a scanned copy of the last printed edition of GURPS Robin Hood. No changes or updates from that 1991 edition were made, but we have appended all known errata to the end of the document.

131-page PDF. Stock #30-6046, $9.00.
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Shipped June 12, 2006

GURPS Classic: Horror – The Old Stone Fort

The Riddle of the Night Goers

The Old Stone Fort near Manchester, Tennessee, has been the setting for legends of the Ancient Ones since before the white man came. The Indians told tales of the Sungnawyee Eddahee -- the Night Goers -- and of other spirits. Intrigued by these legends, Professor Geoffrey Moorehead decided to investigate . . . and vanished from the face of the earth.

Now it falls to you to solve the mystery of Moorehead's disappearance. Your search will take you to Manchester and the Old Stone Fort, through the forests and caves of the surrounding areas. It will pit you against the spirits of Cherokee mythology. Will you discover Moorehead's fate . . . or share it?

The Old Stone Fort is a GURPS Horror adventure for 3 to 6 players. Also in this book:

  • New skills and spells for your GURPS Horror campaigns.
  • Maps and background to help you set up a campaign in '20s Tennessee.
  • Guidelines for adapting the adventure for a modern-day campaign.
  • A complete town description, suitable for use in any adventure.

The Old Stone Fort requires both the GURPS Basic Set and GURPS Horror.

Explore the Old Stone Fort -- but don't do it alone!

64-page PDF Stock #30-6100, $4.00.
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Shipped June 12, 2006

GURPS Classic: Horror – Zombietown U.S.A.

Black Lake, California, the idyllic small town you've always dreamed of . . . clean air, sparkling water and a scenic countryside . . . friendly townfolk and an easy life style . . . a perfect haven where everything is beautiful and peaceful!

Almost.

There's the mayor who doesn't remember hiring the investigators, the phones that give a constant busy signal, the sudden storm that drowns three brothers, the mysterious van that cruises the streets of Black Lake.

And then the dead begin to walk . . .

As the investigators unfold the strange events shrouding Black Lake, they are drawn deeper and deeper into a complex web of horror, uncovering a sinister plot that is paralyzing the whole town. Only they can foil the plot that threatens to turn Black Lake into Zombietown U.S.A.

The 64 pages of Zombietown U.S.A. feature:

  • A modern-day GURPS Horror adventure.
  • All the information needed to adapt the adventure for GURPS Autoduel America.
  • A complete town for adventuring in either the present day or 2038.
  • Detailed descriptions and stats for dozens of NPCs and establishments.
  • Subplots and adventure seeds to provide months of deadly small-town adventuring.

67-page PDF. Stock #30-6103, $4.00.
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Shipped June 12, 2006

GURPS Classic: Supers – School of Hard Knocks

New Kids on the Block!

High school -- a time for proms, football, and homework. But at Knox High, it's also time for some of the students to try out their new super abilities! They're powerful, confused, and misunderstood. They create destruction and chaos wherever they go. They're hunted by the authorities . . . and by dark powers.

In School of Hard Knocks, your GURPS Supers heroes must track down the city's brand new metahumans, discover what they want . . . find out who wants them . . . and decide how to deal with them!

School of Hard Knocks is a four-color adventure for supers of 500 points or greater. It is also a sourcebook for GURPS Supers, with characters, settings, story ideas, and a continuing campaign plot that can be used after the adventure is done.

School of Hard Knocks includes:

  • The Hell-Raisers -- a team of maniacal villains led by a hell-spawned demon.
  • The Forty Thieves -- a team of high school supers with problems that ordinary teens never dreamed of.
  • Maps for two super-battlegrounds: Knox High School and Ridgecrest Mall.
  • Adventure seeds -- springboards to further adventure, providing the GM with ideas to keep players busy for months.
  • And much, much more . . .

School of Hard Knocks requires the GURPS Basic Set, Third Edition and GURPS Supers. Ideas are included for the GM who wishes to translate the adventure to another genre, such as espionage or outer space. The adventure can fit into an ongoing campaign -- or it can be used as an introductory scenario for a brand new set of supers! Plenty of GM advice is also included, to smooth the pain if things go wrong. So buckle down, it's time to get an education... from the School of Hard Knocks!

NOTE: This PDF is a scanned copy of the last printed edition of GURPS Supers: School of Hard Knocks. No changes or updates from that 1991 edition were made, but we have appended all known errata to the end of the document.

35-page PDF Stock #30-6107, $4.00.
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Shipped June 12, 2006

GURPS Classic: Space – Stardemon

Welcome to quaint, old-fashioned Anson, where life proceeds at the leisurely and graceful pace of the 20th century. Forget the rush and bustle of spacefaring civilization and learn the simple pleasures of:

Organized crime and guerilla warfare in the steaming jungle.

Back-breaking labor for starvation wages.

Bugs, beasts and slimy critters in their native habitat . . . and your bedding.

Delightful, primitive religious rites (with a special place reserved for you!) . . .

And don't worry about your ultra-tech gadgets and luxuries. The polite and efficient customs officers will return them in perfect condition -- if you get back.

Stardemon is a GURPS Space adventure for 4-8 players.

NOTE: This PDF is a scanned copy of the last printed edition of GURPS Stardemon. No changes or updates from that 1991 edition were made, but we have appended all known errata to the end of the document.

35-page PDF Stock #30-6109, $4.00.
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Shipped June 12, 2006

GURPS Classic: Supers – Supertemps

Who Ya Gonna Call NOW?

When a pipe breaks, you call a plumber. When your roof leaks, you call a roofer. When your car breaks down, you get a mechanic. But what do you do when a gigantic lizard is destroying your high-rise in downtown New York?

Simple. Call Supertemps, the world's only metahuman employment agency!

In this book you'll find:

  • Detailed descriptions of 29 new supers-for-hire, with powers running from the meek and mundane to the mystical and magical. Each comes with a fully-described character background, personality, philosophy and goals! Point totals range from 500 up, with details on raising or lowering the point value of some of the important heroes.
  • The complete background history of Supertemps -- the company's goals, organization and hiring practices.
  • Adventure seeds and advice on how to involve players in a Supertemps campaign, including information on how PCs can become employees of the company.
  • A Supertemps employment application.
  • And much, much more . . .

64-page PDF. Stock #30-6406, $4.00.
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Shipped June 12, 2006

GURPS Lite (Interlingua Fourth Edition)

GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the full GURPS Basic Set and a stack of worldbooks! With GURPS Lite, you can show your players just how simple GURPS really is.

This Interlingua version of GURPS Lite was created by Shanya Almafeta.

32-page PDF. Stock #37-0002, $FREE.
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Shipped June 12, 2006

GURPS Lite (Lithuanian Fourth Edition)

GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the full GURPS Basic Set and a stack of worldbooks! With GURPS Lite, you can show your players just how simple GURPS really is.

32-page PDF. Stock #37-0003, $FREE.
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Shipped July 10, 2006

Chez Guevara

Viva la Revolution!

Chez Guevara is a stand-alone game that puts a new spin on the award-winning Chez Geek. Instead of roommates, you and your friends are grubby, desperate guerrillas, struggling for survival, freedom, and Slack in the stinking jungle! The food is bad, everybody is shooting at you, and the Leader is nuts. But it could be worse . . . and it probably will be. Harass those of lower Rank by having them Dig Holes, inflicting KP on them . . . and then having them Fill In Holes. Raid the locals for supplies. Avoid being Denounced. Spend your money and precious time to gather enough Slack to escape back to civilization.

With great card illustrations by Greg Hyland!

This game can't be completely combined with Chez Geek, but the Thing cards from either game can be dropped into the other one.

Chez Guevara uses the Chez Geek mechanics, with a couple of new twists. Sure, you could combine any of the Chez games with Chez Guevara, but that’d be crazy!

 

112 cards in a tuckbox. Stock #1392, ISBN 1-55634-754-5. $17.95.


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Shipped July 10, 2006

GURPS Space

The Future Is Yours!

It's the ultimate toolkit for building strange new worlds and alien civilizations. GURPS Space puts campaign-planning advice and space science at your fingertips, so you can create a setting that is plausible and fun!

  • Does your game feature gritty asteroid miners, or blaster-waving fighter jocks? Choose the space travel and technology that give the right feel for your campaign.
  • Looking for character ideas? Here are templates and advice to help an adventuring group get together and stay together.
  • Do you want a bug-eyed monster, or a realistic ecosystem? Use the alien-design chapter to build them all!
  • Need a planet? How about an asteroid, or a Dyson sphere? The worldbuilding chapters provide step-by-step instructions.
  • In a hurry to play? Each step of the world- and alien-design instructions lets you roll randomly and get results that make sense. Roll up your next planet and let the adventure begin!

GURPS Space will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own. With GURPS Space in your hands, the future is yours!

GURPS Space requires the GURPS Basic Set Fourth Edition. The information and advice on technology, worldbuilding, and alien design can be used as a resource for any space-based game.

240-page PDF. Stock #31-1002, $25.00.


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Shipped August 21, 2006

Chez Guevara T-shirt

Warehouse 23 Only!

The Glorious Leader Is Revolting!

You, however, are stylin' in this red and black T-shirt featuring art from Chez Guevara. It's red, so all those annoying bloodstains you gather in the jungle will hide easily!

Available in sizes Small - XXXL.

T-shirt. Stock #9141, $21.00.


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Shipped September 11, 2006

GURPS Classic: Supers – Super Scum

So You Wanna Play Rough?

When it comes to being good at being bad, here are the metavillains that wrote the book! From twisted terrorists to malevolent mischief-makers, from psychotic scoundrels to villainous vigilantes, GURPS Supers: Super Scum has them!

Here are 64 pages of the not-so-good, the bad, and the ugly. Complete character descriptions with powers, skills, quirks, and equipment are included - and each villain is complete with two pages of background information. All character writeups include history, personality, battle tactics, how to use him (or her) in a campaign, how to increase or decrease the point value in a balanced manner, and much more!

Anyone running a super-powered campaign will find this book valuable. Creating a good villain takes time, and sometimes the GM needs that bad guy now!

Organizations such as The Exchange and the infamous Deadly Dozen add depth to the world background, and the mysterious High Assassins of the Nimba Cult will keep the players guessing as to their true intentions. Or the heroes can pay a visit to the headquarters of the powerful group called The Pride - fully mapped out inside!

Super Scum can also act as a character creation handbook for players - see how various powers can be used in new and unique ways!

Welcome to the world of Super Scum. But watch your wallet and your back. Some of these guys aren't very nice . . .

64-page PDF. Stock #30-6111, $4.00.
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Shipped September 11, 2006

GURPS Classic: Space Bestiary

The Extraterrestrial Zoo

In the outer reaches of the galaxy, life can take weird forms indeed. The GURPS Space Bestiary presents over 300 extraterrestrial creatures for the science fiction roleplaying campaign.

In addition to strange and dangerous variations on earthly animals, this book contains examples of silicon life, crystalline creatures, energy and liquid beings, vacuum dwellers, and many more bizarre lifeforms.

Inside you'll find fierce predators, treachers trappers, gigantic herd beasts, carnivorous plants, scientific curiosities, and valuable rarities. All are completely defined and cross-referenced to make it easy for the GM to pick just the right creatures to populate his campaign world . . . and there are over 100 detailed illustrations.

The creatures are organized according to habitat, including every earth-type environment, plus interstellar space and other exotic, hostile places where man could never survive. There is even a special section on the pets and domestic animals of a spacefaring society!

The Space Bestiary isn't just for GMs running a GURPS Space campaign. A fantasy, horror, or post-holocaust game needs strange monsters too. And some of the nastier beasts can even challenge a team of supers!

Also included is advice for the GM who wants to create his own creatures - features to emphasize, creative ways to let the beasts interact with the PCs, and hints for devising ecologically sound and believable animals - and a bibliography of science fiction source material.

114-page PDF. Stock #30-6503, $6.00.
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Shipped September 11, 2006

In Nomine Superiors: Litheroy

The truth will set you free . . . but only if you know what it is!

Litheroy has no dark secrets, no contradictions of character, no skeletons in his closet. He tells the truth as he sees it, when he sees it, and he works hard to see as much of it as he can. Of the Archangels, he is one of the most worthy of emulation.

But while In Nomine Superiors: Litheroy is about the Archangel of Revelation, it is also about the secrets others keep from him . . . and even his most devout servants sometimes fall into dissonance when their master's unyielding Word meets a more flexible reality.

35-page PDF. Stock #37-3312, $9.00.
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Shipped October 16, 2006

GURPS Bio-Tech

The Future is Alive

"Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all."

It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it – death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at!

But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases.

GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a a living starship on its way to colonize an alien world!

Say goodbye to your old body. Have you upgraded your genetics this year?

This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.

240 pages. Hardback. Stock #01-0103, ISBN 1-55634-752-9. $34.95.

Shipped October 2, 2006

Super Munchkin 2 – The Narrow S Cape

There comes a time in every munchkin's career when he's taken on more than he can handle, bitten off more than he can chew, gotten in over his head. So run away! And laugh! It's time for -- the Narrow S Cape.

With 112 cards to enhance your Super Munchkin game, The Narrow S Cape is much more than just this season's favorite fashion accessory! It teems with new villains like the contemptible Cheese Wiz, Gothzilla (with earthquake-causing platform boot action!), and the Ratwoman. And lest you feel overwhelmed by villainy, this expansion also features new items, new Powers and a new Class: the Brain!

Wield the Slide Rule and Power Ring against Sister Blister! Tackle Tackyman with the Trampoline! Survive the Two-Hour Monolog because you were Raised By Armadillos! And flee from Shaenon K. Garrity's fearsome Foot and the unfortunate, mind-controlled Too Much Coffee Man!

Super Munchkin 2 -- The Narrow S Cape . . . the newest super-expansion for the bestselling Munchkin series.

112 cards in a tuckbox. Stock #1445, ISBN 1-55634-755-3. $17.95.


R E P R I N T S 

Shipped October 16, 2006

GURPS Magic (Reprint)

Completely revised and updated for GURPS Fourth Edition, this full-color hardcover combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these pages, crackling with mystic energies, you'll find:

  • The core magic system for <>, expanding on the material presented in the <> . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete, updated rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the GURPS Magic Items series and <>.

This is a powerful book, indeed. Use it wisely.

 

240 pages. Hardback. Stock #01-0101, ISBN 1-55634-733-2. $34.95.


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Shipped October 30, 2006

GURPS Lite (Italian Fourth Edition)

GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the full GURPS Basic Set and a stack of worldbooks! With GURPS Lite, you can show your players just how simple GURPS really is.

32-page PDF. Stock #37-0004, $FREE.
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Shipped October 30, 2006

GURPS Lite (Portuguese Fourth Edition)

GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the full GURPS Basic Set and a stack of worldbooks! With GURPS Lite, you can show your players just how simple GURPS really is.

32-page PDF. Stock #37-0005, $FREE.
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Shipped October 16, 2006

GURPS Bio-Tech

The Future is Alive

"Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all."

It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it – death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at!

But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases.

GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a a living starship on its way to colonize an alien world!

Say goodbye to your old body. Have you upgraded your genetics this year?

This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.

240 pages. PDF. Stock #31-0103, $25.00.
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N O V E M B E R   2 0 0 6 

Shipped November 13, 2006

Munchkin Impossible

Coming this fall . . . a new stand-alone Munchkin game!

The Munchkins are now spies . . . eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change Headgear.

Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now) . . . Take Their Stuff!

You can play Munchkin Impossible by itself, or combine it with any number of other Munchkin games for more shameless silliness.

Boxed game with 168 cards, rules, and die. Stock #1446, ISBN 1-55634-756-1. $24.95.


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R E P R I N T S 

Shipped December 15, 2006

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 an RPG mystery. Learn how to be a better investigator. Learn 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 forensic timeline.
  • Creating interesting villains, including matching disadvantages to 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 is designed both for the GM who wants to create and run mystery adventures and for players who want to create and portray more effective investigators in any setting.

 

128 b/w pages. Softcover. Stock #01-7999, ISBN 1-55634-761-8. $19.95.


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Shipped December 15, 2006

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 an RPG mystery. Learn how to be a better investigator. Learn 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 forensic timeline.
  • Creating interesting villains, including matching disadvantages to 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 is designed both for the GM who wants to create and run mystery adventures and for players who want to create and portray more effective investigators in any setting.

 

128 b/w pages. Softcover. Stock #01-7999, ISBN 1-55634-761-8. $19.95.

Shipped December 15, 2006

Transhuman Space: Changing Times

Welcome to the Future . . .

In the coming decades, technologies like genetic engineering, artificial intelligence, and nanotechnology will transform humanity. A strange new world is unfolding - nightmarish to some, utopian to others. Soon we'll have the power to reshape our children's genes, build machines that think, and upload our minds into computers.

And Earth no longer confines us. Space tourism, mining the Moon and asteroids, a settlement on Mars: all are dreams poised to take wing.

The universe of Transhuman Space is a synthesis of these two visions - a world in which ultra-technology and space travel fuse to forge a new destiny for mankind. Neither utopia nor dystopia, it is a place of hopes, fears, and new frontiers.

Changing Times is a GM guide, campaign book, and GURPS Fourth Edition conversion for Transhuman Space, written by Phil Masters.

74-page PDF. Stock #37-6701, $11.00.
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New!  * Coming May  * Coming June  * Coming July  * Coming August  * Coming September  * Further Out  * All upcoming releases – text only, no cover art

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