Daily Illuminator

November 16, 2003: February Releases

Coming from Steve Jackson Games in February, 2004:

Illuminati: Crime Lords
Rival mobs battle for control of the city. Take over the rackets, rake in the dough, and rub out the opposition. It's the American dream.

You'll start with a few gangsters and some cash. Recruit more crooks and take control of income-producing operations like bordellos, chop shops, and loan sharks. The police and the Feds are after you, but your biggest threats are your fellow mob bosses. Scheme, negotiate, backstab. You can share a victory, but it's much more satisfying to say "There can be only one Boss. And it's me."

Illuminati: Crime Lords is based on the Illuminati system. It's not a supplement, but a separate stand-alone game created by Steve Jackson.

Boxed game with 112 cards, rules, die-cut money and status counters, and dice. Stock #1375, ISBN 1-55634-720-0. $34.95.

GURPS 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) top authors at the top of their games -- GURPS All-Star Jam 2004 has something for everybody!

128 pages. Stock #6421, ISBN 1-55634-723-5. $24.95.

GURPS Traveller: Sword Worlds
The Day After Ragnarok

The Sword Worlds stand at the border of the Third Imperium, a small but proud civilization descended from ancient Terran migrants. Their inhabitants have spent centuries fighting for independence - from the Imperium, from the other great empires, even from each other.

A decade ago, the Sword Worlds went to war against the Third Imperium. They lost. Today, the Sword Worlders are in search of a new destiny, in a universe where their fierce pride seems headed for an inevitable fall.

GURPS Traveller: Sword Worlds brings this unique culture to life for the player and GM. Every world in the area is described in detail, as are local history, social features, special technologies, and important people. A wealth of adventure seeds gives the GM plenty of starting points, for any campaign set in this distinctive region of the Traveller setting.

144 pages. Stock #6631, ISBN 1-55634-725-1. $26.95.


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