To start off with, it carries not just our games, but others. Right now it includes the BITS and Atlas Games lines. We plan to add other publishers soon. Who? That would be telling. Watch this space . . .
Other user-friendly features include a shopping cart and a very sophisticated search routine . . . to let you find exactly what you're interested in.
And we won't limit ourselves to games. Warehouse 23 is going to become a source of neat geek toys as we find 'em and like 'em.
The catalog also runs on a secure server incorporating the CyberCash system. This means that you can give us a credit card number, and not only is it a secure transaction, but our staff doesn't have to see it and retype it. HUGE time savings, letting us process orders even faster.
Other new features are on the way, including some neat coding that will let us make time-limited or quantity-limited special offers. When that's running, I shall brag again.
Now, like any new program, this catalog may have some bugs. If you see a programming glitch, please report it to webmaster Jackie Hamilton at email@example.com. If you see a content problem, please report it to Retail Sales Manager Reese Harrell at firstname.lastname@example.org.
This catalog represents a lot of work from a lot of people, and we think it will let us provide much better service to those of you who like getting your games by mail. Let us know.
-- Steve Jackson
Liber Servitorum: The Book of Servitors (for In Nomine)
The Good, the Bad and the Innocent . . .
There are many fighters in the War between Heaven and Hell. There are also mortals who are unaware of the battles that rage about them - but this might change at any moment.
The Liber Servitorum contains over 100 angels, demons, ethereal spirits and humans, completely described with both character stats and story backgrounds, for use with the In Nomine system. Game-Masters can use them as NPCs, or give them to players for a quick start.
Also included are tips and guidelines for getting and maintaining Roles and for creating and controlling Servants.
Stock #3314, ISBN 1-55634-369-8. $19.95.
GURPS Special Ops (Second Edition)
There is a violent world just on the edge of war - the world of special operations. Elite forces penetrate enemy lines to strike critical targets. Teams of experts turn civilians into organized guerrilla armies. A strike team rushes a hijacked airliner to free hostages.
You'll brief national leaders on the latest crisis; scheme and sweat to ram a workable plan through the entanglements of bureaucracy; face a ruthless foe at point-blank range with no margin for error. Your life, the lives of others, the interests of your homeland . . . all depend on your skills, courage and judgment.
GURPS Special Ops puts you into this world. All the violent action - and all the planning, organization and coordination necessary to bring off an operation successfully - are in your hands.
GURPS Special Ops has been out of print for several years. This completely revised edition covers the new nations and alignments of the post-Soviet era, and updates the rules for creating special-ops soldiers with the new GURPS template system.
Stock #6029, ISBN 1-55634-366-3. $19.95.
GURPS Black Ops (reprint)
Alien invaders, things slithering in sewers and alleys by night, dark plots by paranormal cabals -- all these and more lurk in society's shadow. To them, we are nothing more than food or slaves. If the world knew, it would go mad.
Our only defense 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. The survivors become killers as dangerous as their prey, sworn to keep the secrets that would destroy society.
Odds are you'll die in style. Your job is to take as many of them with you as you can.
Black Ops takes cinematic roleplaying to the edge and over the top! Out of print since August 1998, this is another "by popular demand" reprint.
Stock #6081, ISBN 1-55634-366-3. $19.95.
GURPS Discworld (reprint)
-- Keith Johnson
I also note that they have Dr. Demento as a special guest. All right, I have to go check him out . . .
-- Steve Jackson
(Note that some of our testers reported getting a "Forbidden" result when they clicked the evaluation button after answering the questions. That may be very significant.)
-- Steve Jackson
A few thousand copies will be packaged with the GURPS GM Screen. The rest will be distributed to conventions, retailers, and to our MIBs, who will get them to more conventions and retailers.
That's a lot of copies. In fact, it's more than we had intended to print, but we think there are that many people out there who can use them. One thing that made the difference: the very enthusiastic bidding to become one of the characters in GURPS Rogues (see the auction page for details). That unexpected $1,000-plus will buy a lot of copies and do a lot to promote GURPS . . . so thanks, guys!
-- Steve Jackson
I know who my money's on; the maddening cry of "Tekeli-li!" isn't so fearsome when it's revealed to be Mr. McPheeny, the greedy farmhand. Fred, Shaggy and Velma are on the case, armed with Scooby-Snacks and the trusty Mystery Machine . . . Herbert West has met his campy match. Zoinks!
-- Suggested by Lynette Cowper
Work on GURPS Who's Who 2 -- our second volume of 52 historical characters in GURPS terms -- is now in progress, and as with volume 1, we need submissions. Rather than having a single author try to write and research the whole thing, we're taking contributions from GURPS fans across the net. The rewards aren't huge, but they do include the chance to get your name in print in a GURPS supplement, doubtless bringing you all the fame and satisfaction you've ever dreamed of . . .
Details of what we want can be found at
Please read that page and the formatting details and requirements linked to it carefully before submitting a character design; you won't get into the book otherwise.
(1) Looking down at the beach. The fossil-bearing layer at the Inverloch site is actually under water most of the time; you can only dig at low tide. The sky was incredibly blue; the sea was bluer than that. The paleo crowd had nearly complete possession of the beach; almost nobody else was around.
(2) Helping to shovel the sand out of the hole . . . every high tide, it fills up again. The actual "dig site" is very small.
(3) Look! I found . . . a rock.
(4) Sky, beach, rock . . . LOTS of rocks . . . and one very happy fossil hunter. We spent about five hours breaking rocks, and it went by in a flash. No, I didn't find a thing, personally, but the party collected more than 30 interesting bits. A very good trip! I'm ready to go again . . .
It's a section from his new book, Cryptonomicon. Get it; you will have to download a compressed file from the site. Then block out some time to read it, and think about it, and take a deep breath or two.
-- Steve Jackson
Of course, we haven't made the switch yet... but it'll happen soon. We have a new feature which will debut on the new box... stay tuned for details.
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The convention was neat; Australia is beautiful; the fossil dig was a great deal of fun; the snack foods on JAL are interesting.
More details, and photos, later. It's good to be home.
-- Steve Jackson
An illustration and sample character in the upcoming GURPS Rogues, based on the real-life buyer of the lot. Includes the original art and a signed copy of the book. The buyer must furnish us with "mug shots" for the illustration. We will also require a brief autobiography and a GURPS character sheet detailing the buyer in GURPS terms for the character (alternatively, the buyer can have up to three friends create character sheets for him and the author will use these instead). The buyer should expect to come out as an evil caricature of himself.
We have 3 identical lots for this. Visit the auction page to bid!
Here's what the crater really looked like. (Thanks to Tim DuPertuis at Armorcast for pointing this out, and for sending us the crater picture!)
The second book in the GURPS Traveller Alien Races series, Alien Races 2: Aslan and K’kree addresses the biology, home worlds, culture, and society of the fierce Aslan, the centaurian K’kree, and two minor species. It details their historical involvement with the Imperium, from first contact to present, and presents racial templates, rules for playing alien characters, and examples of unique technologies and ship designs.
144 pages. Suggested retail price $20.95. Stock number 6607. ISBN 1-55634-392-2
Mighty barbarians hacking away with massive broadswords and battle-weary grunts with cordite-stung eyes come to life! GURPS Warriors utilizes the template system introduced by GURPS guru Sean "Dr. Kromm" Punch in GURPS Wizards so you can get on with the game!
Inside you’ll find 29 warrior archetypes, along with templates and design advice allowing you to quickly and efficiently recruit your new warrior.
128 pages. Suggested retail price $19.95. Stock number 6085. ISBN 1-55634-393-0
A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space offered a comprehensive set of tools to design your own starfaring campaigns, from space opera to hard science with any stop in between. Substantially revised and expanded, the Third Edition will: Upgrade the spaceship design and space combat systems; ensure that recent, popular science-fiction cinema and television settings will be easily simulated; and update the rules to conform with changes since the last edition brought about by GURPS Compendium I, Traveller, Ultra-Tech 2, and Vehicles.
144 pages. Suggested retail price $21.95. Stock number 6005. ISBN 1-55634-390-6
Not every future Murphy's will be animated, but when John has time and inspiration, it'll happen.
For those who aren't yet Pyramid subscribers: (1) Hey, why not? Click here to sign up. (2) Aww, what the heck, here's a sample.
That bridge is actually made up of hundreds of tiny skulls . . . incredibly neat, and beautifully painted, too. I want one, but it would just remind me that Hot Lead isn't finished. (And I have no schedule to start working on it. So don't ask, okay? But things like this make me wistful.)
Just look at this cathedral. And there's a colored "stained glass" panel in the back.
An assortment of Neat Things. That orange spot at the top is a huge crater painted so well that it really seemed to glow. I wasn't the only one who thought, at first glance, that it was illuminated from below.
-- Steve Jackson
If this sounds like heaven on earth . . . it gets better. Many of the booths also give away CHOCOLATE.
It's good to be a geek.
-- Steve Jackson
Ever wanted to know what goes on behind the scenes? Here is a a playtest session at Steve Jackson's house. From left to right: Jeremy Zauder, production assistant; Russell Godwin, print buyer; Loren Wiseman, art director and Traveller line editor; Megan Dawson, sister to our managing editor (yes, her eyes alway glow red like that); and Steve himself, lurking as usual.
We are trying out a new game, in which roommates (the players) try to coexist in an apartment, while getting enough slack to overcome the stress of having a bad job -- or no job at all. "Sleep" is one of the best activities, but watch out for the car alarm!
But what if you've seen them?
-- Submitted by John Guin
The FAQ about the long-awaited GURPS CD-ROM has been updated here.
-- Gene Seabolt
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