Munchkin Steampunk SCIENCE! Dice
The wonderful thing about living in the glorious Age of Steam is the way that we can marry traditional randomizers, such as dice, with the new power of SCIENCE!
This set also includes four new cards for Munchkin Steampunk!
6 dice and 4 cards in a blister pack.
Stock #5591,
UPC 837654322628.
$6.95.
Munchkin Game Changers (Reprint)
Want more silly cards for your Munchkin game? Some cool level counters? Giant pink sparkly dice?! Here they are! This box combines four of our most popular Munchkin boosters into a single expansion:
As a bonus, we’ve included the cards from Munchkin Fairy Dust Dice and two big sparkly pink dice to go with them, plus four cards formerly only available directly from Steve Jackson Games! This set also includes Fairy Dust and Munchkinomicon-themed level counters!
68 cards, two level counters, two 19mm six-sided dice, and a rulesheet.
Stock #1489,
UPC 837654321188.
$19.95.
It's never been easier to spotlight organizations in your GURPS game, thanks to GURPS Boardroom and Curia and GURPS Dungeon Fantasy 17: Guilds. We're amping up our organizational efforts with this month's Pyramid -- the PDF magazine for roleplayers -- as we look at all things group-related. This issue features:
This issue also delivers a vignette by Matt Riggsby set in the new Car Wars universe, a Random Thought Table that looks at rules as a way to conjure great ideas, plus an Odds and Ends that lets you be a member of a group without knowing it, and gives more details on the amazing Brandon Moore cover. It's a great time to be a part of something bigger, thanks to GURPS and this month's Pyramid!
37-page PDF.
Stock #37-2686,
$9.00.
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GURPS Dungeon Fantasy 17: Guilds
Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner take their chances with crude, bloodthirsty, but well-armed peers than settle down and trust Somebody Else to deal with the monsters outside (and often inside) the city walls.
Yet clever adventurers also know it's foolish not to exploit every possible advantage in their pursuit of wealth, power, and glory. Organized society isn't always polite society, after all, and some organizations are downright useful to treasure-hunters and monster-slayers -- whether as sources of employment and gold or as providers of training, equipment, and supernatural support. Such groups are the subject of GURPS Dungeon Fantasy 17: Guilds, which covers:
Whether you're the GM of a Dungeon Fantasy campaign where society is more than an abstraction or the player of the next Grand Master of the Wizards' Guild, GURPS Dungeon Fantasy 17: Guilds has something to offer. Not every adventure ends when the heroes return to civilization!
31-page PDF.
Stock #37-0333,
$9.00.
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With their small size, deft hands, and keen senses, the sparrials are made to order for the GM in need of a race of alien thieves. And certainly, they have a predisposition toward that role. Yet as always with sparrials, there's a lot more going on than meets the eye . . .
A GURPS fixture since they popped up in Roleplayer #10 (May 1988), these furry aliens got a bit more detail in GURPS Classic: Aliens -- and now GURPS Aliens: Sparrials is here to give them their own dedicated supplement. The inaugural volume of the GURPS Aliens series covers sparrials in all their clever, chaotic glory. It includes a full racial template, of course, and much, much more:
GURPS Aliens: Sparrials is a wonderful resource whether you're a GM seeking aliens to populate your GURPS Space campaign or a player who wants the challenge of taking the role of a truly alien alien. It's also an inspiring source of fun for gamers using other game systems. Just remember to keep an eye on your stuff.
30-page PDF.
Stock #37-1684,
$9.00.
Buy Now!