Daily Illuminator

October 26, 2006: Now Shipping!

This is the latest release from Steve Jackson Games, now (or very close to now) on the shelves of a game store near you:

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.

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.
-- Paul Chapman

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