Uncle Albert's 2035 Catalog rocked the autoduelling world. For the first time, Uncle Al's amazing array of autoduelling accessories was available by mail-order to the general public. But Al didn't stop there! Time marched on, and so did technology. Uncle Albert's 2036 Catalog Update kept the duelling public in touch with all the latest advances.
And now, two years later, Al's done it again! The Duellist's Pal has collected over 70 more weapons, gadgets, and accessories into Uncle Albert's 2038 Catalog Update. Duellists across North America already know the value of Uncle Al's fine products, and here you'll get dozens of options for offense, defense, munitions, accessories, and personal items. Drive offensively into the future . . . today!
Some traditional fantasy wizards learn their art as apprentices to archmages, some attend formal academies, and still others are guided by philosophies rather than teachers. This influences what spells and tricks of the trade the magic-user learns, and what guild, brotherhood, or order he eventually joins. Two equally talented mages might master specialties so different that they have little more in common with each other than with non-wizardly spellcasters such as clerics and shamans.
GURPS Magical Styles: Dungeon Magic aims to bring such depth to GURPS Dungeon Fantasy. It applies the rules and guidelines in GURPS Thaumatology: Magical Styles to cook up seven sorcerous societies that suit any dungeon-delving campaign:
Each group comes with a magical style, unique spells and materials, and design notes explaining everything. But that's not all! You also get a great deal of additional color (views, alliances and rivalries, regalia and armaments, and more) and a character template suitable for use in GURPS Dungeon Fantasy or any high-powered fantasy. Just the thing for gamers who want to avoid "cookie-cutter" wizards, add wizardly politics to their adventures, or run an all-wizards campaign!
Set sail for adventure upon the seven seas . . . or above the spectacular skies, or among sword-and-sorcery associates! This month's Pyramid -- the PDF magazine for roleplayers -- hoists the Jolly Roger and swings from a chandelier to find maritime muses in unlikely ports. This issue's buried treasure includes:
This month's Pyramid also has a Random Thought Table that shows how you can be a likable nefarious pirate, plus larger player-suitable handouts of the airship maps. With this issue, you'll need time at a tavern to figure out how you're going to use all this wondrous booty!
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
168 cards, one six-sided die, and a rulesheet.
It's a Munchkin patch for the minimalist crowd!
1. The Munchkin Patch must be sewn to a visible article of clothing you are wearing. Just having the patch confers no bonus!
2. Once per game, when another player uses a Curse, Trap, or Disaster on you, you may reflect it back at him by saying "No, don't throw me into that ol' Munchkin Patch!" You must brandish your Munchkin Patch at him as you say this.
3. If you have different styles of Munchkin Patch, you can use each patch once. Multiple copies of the same patch do not give you extra uses!
One embroidered patch.