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New!  * Coming September  * Coming October  * Coming November  * Coming December  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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Shipped August 25, 2014

Munchkin Princesses

Princess Power!

Join the ranks of royalty . . . then go right back to killing monsters and taking their stuff. In style. We're putting the rage in peerage! Munchkin Princesses: all the noblesse, none of the oblige.

This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Princesses pack is the same as every other.

15 cards. Stock #4243, UPC 837654322277. $4.95. Buy Now!


W 2 3 

Shipped September 18, 2014

Pyramid #3/71: Spaceships II

The Ship of Things to Come!

If we're ever to dwell among the stars, the odds are good we'll be using spaceships. Fortunately, this month's Pyramid will help ensure you're not caught empty-handed and star-struck! This armada of adventure includes:

  • "Reign of Steel: Deep Space," where GURPS Reign of Steel author David L. Pulver takes that setting nearly two decades into the future . . . and deeper into space. Learn about spaceships (in GURPS Spaceships format) from the various robot factions and get an extensive look at the desperate world of 2064.
  • "Smugglers' Blues," a look at moving high-risk, high-profit items from Point A to Point B, with insights into how the art of smuggling might change at future tech levels.
  • "Strange Objects at Rest," a collection of four systemless sleeper ships and generational spacecraft, which prove that sometimes it's best to let sleeping pods lie.
  • "Vehicle Imbuements," a system that expands the options of GURPS Power-Ups 1: Imbuements to the realm of transportation. Let your vessels dodge, speed, ram, or self-repair like never before!
  • "The Captain's Boat," an optional GURPS tweak that helps starting heroes afford expensive starships . . . by making them Patrons!

This month's Pyramid also beams aboard a Random Thought Table that sparks your customization creativity, plus an Odds and Ends that expands space-time options by allowing innovative players to design the look and feel of a campaign. With this issue of Pyramid, you'll be exploring the final frontier like never before!

37-page PDF. Stock #37-2671, $7.99. Buy Now!

Shipped September 11, 2014

GURPS Ultra-Tech: Weapon Tables

Future Firepower Facts in a Flash!

While GURPS Ultra-Tech covers all aspects of sci-fi stuff, the most referenced section is always the weapons. Do I want the heavy X-ray laser pistol or the electrolaser carbine? What kind of range do the bad guys get with their EMP gun? What are the options for someone looking to spend $100 on hand grenades?

For these common questions, why flip through the entire book when you just want the weapon tables? That's why we created GURPS Ultra-Tech: Weapon Tables. It's all the raw data you need, in 20 easy-to-reference pages.

Note: This product is bundled with the PDF version of GURPS Ultra-Tech; if you have already purchased that product, you do not need to purchase this one.

20-page PDF. Stock #37-0207, $2.99. Buy Now!

Shipped September 4, 2014

GURPS Classic: Rogues

It Takes a Thief . . .

When brute force won't get the job done, you need someone with . . . skills. A specialist. Preferably someone who doesn't let a lot of nagging concerns about law or morality get in the way.

Whether you're looking for just the right character to round out an adventuring party, or a dangerous NPC to challenge your players, GURPS Rogues has what you need -- 29 different templates, letting you quickly create the scoundrel that's right for the job.

Templates include . . .

  • Thieves who are only in it for the money, such as the armed robber, cat burglar, pirate, pickpocket, housebreaker, and forger.
  • Rogues who have other goals than mere material gain, like the spy, hacker, evil mastermind, mad scientist, and saboteur.
  • Charmers who work more with people's minds than with lockpicks and prybars . . . the con man, bard, fixer, gambler, prostitute, and street doctor.
  • Mysterious figures who work on the shadowy edges of society -- the tracker, poacher, assassin, master thief, smuggler, mobster, and black marketeer.

Each template comes with four complete characters, drawn from a wide range of settings. All told, you get 116 ready-to-use sample characters, as well as historical background and information on the technology and tactics that shaped their professions.

GURPS Rogues follows (stealthily) in the footsteps of GURPS Warriors and GURPS Wizards, our two previous books of characters and templates.

131-page PDF. Stock #30-6413, $7.99. Buy Now!

Shipped August 28, 2014

GURPS Power-Ups 7: Wildcard Skills

Heroes Gone Wild!

A great thing about GURPS is that its skill list covers not only classic adventuring tasks like combat, covert ops, and unsafe driving, but also social interactions, sciences, parrot-training, basket-weaving . . . And now, thanks to this new supplement, GURPS comes with options that can enhance certain action-oriented playing styles: wildcard skills that modify character sheets by replacing many standard skills.

GURPS Power-Ups 7: Wildcard Skills greatly amplifies on the few words in the GURPS Basic Set, giving you all of the "official" wildcard skills published up to November 2013 (more than 65 of them), plus:

  • Answers to questions about how wildcard skills interact with such fundamental concepts as bonuses, controlling attributes, defaults, and techniques.
  • Advice on defining new wildcard skills in terms of high concept, skill count, and skill breadth, with extra detail on those that simplify character templates, martial-arts styles, and supernatural abilities.
  • Optional rules for wildcard skills to relax penalties, combine multiple wildcards, grant bonuses that reach beyond skill rolls, enhance critical successes, and even bend the story itself!
  • Discussion of how to use wildcard skills in your campaign, ranging from "no wildcards" all the way up to "wildcards only."
  • Wild speculation, such as wildcard techniques and wildcard advantages.

If you enjoy cinematic, streamlined gaming without massive skill lists, then get GURPS Power-Ups 7: Wildcard Skills and see a whole new side of GURPS: the wild side!

39-page PDF. Stock #37-0146, $7.99. Buy Now!

Shipped August 21, 2014

Exclusive Warehouse 23 Munchkin Booster 2014

For the fifth year in a row, we've produced some extra, never-before-seen cards* you can add to your Munchkin games. This year, we have a staggering 22 cards -- that's two goblin dozens! (Goblins aren't so good at math.) From our secret storage facility to your game, we present:

* Truth in advertising compels us to mention that Miss Moneybags also appeared in the 2013 booster. The reason is complicated and involves space-time warps, an especially blurry night at the government lab, and absolutely no errors** on our end whatsoever. If she's worth killing once, she's definitely worth killing twice, right?

** Would this face lie to you?

22 Cards in a zip locked bag. Stock #4245, $6.00. Buy Now!

Shipped August 21, 2014

Pyramid #3/70: Fourth Edition Festival

A Decade of Greatness? Go, Fourth!

It was August 2004 when the GURPS Basic Set for GURPS Fourth Edition made its debut. This month's Pyramid -- the PDF magazine for roleplayers -- celebrates the first 10 years of the Fourth Edition. Many of the authors who've brought the Fourth Edition to life are here, revisiting classic supplements with new options and material. This star-studded installment includes:

This month's Pyramid also offers a Random Thought Table that goes beyond imagination, plus an Odds and Ends with GURPS City Stats for 1720's Paris and some other secrets. Celebrate the first 10 years of the Fourth Edition with this Pyramid . . . and get ready for years of GURPS gaming goodness to come!

38-page PDF. Stock #37-2670, $7.99. Buy Now!


New!  * Coming September  * Coming October  * Coming November  * Coming December  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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