
Zombie Dice 2 – Double Feature
If you love zombies, you love zombie movies . . . and Zombie Dice! So here it is: Zombie Dice 2 -- Double Feature!
Three new dice give you three new ways to play. For the Big Summer Action Movie, you've got the two Heroes: the Hunk and the Hottie. He's got a double-shotgun icon, but if you eat his brain, you score double. The Hottie has two shotguns and three feet icons, making her fast AND dangerous.
For Santa Claus Meets the Zombies, you guessed it: Santa Claus is coming to town! He has three special gift icons -- a helmet, an energy drink, and a double brain! Or, of course, you could eat Santa's brain. It's a very merry undead Christmas!
Finally, in The Direct-to-Video Sequel: Use all three new dice and watch Santa rescue the Heroes!
Three new ways to eat brains, and they're all in Zombie Dice 2 -- Double Feature.
Three dice and rules.
Stock #131324,
UPC 837654321478.
$7.95.
The Good, the Bad, and the Munchkin 2 – Beating a Dead Horse
A corpse, of course! The rowdiest crowd of munchkins ever to wreck a saloon is back for more in The Good, the Bad, and the Munchkin 2 -- Beating a Dead Horse! Fight new varmints like the Cattywampus or the Eyes of Texas! Ride new steeds like Old Plug and the One-Trick Pony! And if all else fails, call in the new Class . . . the Cavalry!
This is an expansion for The Good, the Bad, and the Munchkin. It is not a stand-alone game.
56 cards in a tuckbox.
Stock #1486,
UPC 837654321454.
$10.95.
GURPS Power-Ups 4: Enhancements
Enhancements are useful tools, providing unlimited ways to modify advantages. GURPS Power-Ups 4: Enhancements adds to the material from the GURPS Basic Set to provide new and powerful options.
This is a one-stop compendium of all general enhancements introduced after the Basic Set was released -- over 50 total, including several never before seen in any other GURPS supplement! Each enhancement is classified so the GM can know if it's benign, game-breaking, or somewhere in between.
You also get extensive guidelines, advice, and rulings on how to handle tricky enhancements. Meta-enhancements provide a way to customize new classes of abilities easily, the Cosmic enhancement is discussed in depth and fleshed out with several new variants, and the rules for modifying existing damage are greatly expanded and clarified.
Finally, you'll find a table of every enhancement -- including ratings for those classic abilities. Now you'll always know which enhancements are trouble!
With GURPS Power-Ups 4: Enhancements, you'll unlock near-infinite possibilities to augment your advantages. Forget those spam e-mails promising enhancement; this is the real deal!
25-page PDF.
Stock #37-0142,
$7.00.
Buy Now!
Pyramid #3/41: Fantasy World-Building
Lots of people have fixer-uppers. But for some folks, these projects are entire worlds. This month's Pyramid -- the PDF magazine for roleplayers -- offers tools and resources to help build a fantasy world:
This issue also contains a Random Thought Table that considers world-building from a rule standpoint, plus Odds and Ends we didn't have room for elsewhere . . . including a Murphy's Rules that's gone to the dogs.
They say the world keeps on turning regardless of our actions. However, it won't be as cool if you're not involved -- and Pyramid is here to help!
38-page PDF.
Stock #37-2641,
$9.00.
Buy Now!
GURPS Traveller Classic: Planetary Survey 3 – Granicus
Just outside the Imperium lies Granicus, a nondescript planet in an ordinary system. Nominally part of the Federation of Heron, Granicus charts its own course. The planetary government is a farce, barely able to control the struggles between city-states which define the planet's politics. And then there are the pirates.
For decades, Granicus has been a haven for space pirates, from independent Vargr corsairs to well-organized "cartels" that control whole renegade fleets. Savagely fighting with each other, openly controlling the government, and secretly supported by the Federation governor, the pirates of Granicus menace trade all the way into Imperial space. Now, finally, the Imperium is moving. Will it risk war with the Federation of Heron, or will it act more . . . indirectly?
Adventures abound for traders, spies, and freedom fighters alike. Brave the treachery and share in the wealth of Granicus.
(This is an e23 reprint of a GURPS Third Edition product.)
36-page PDF.
Stock #30-6803,
$2.99.
In Nomine Superiors 4: Rogues to Riches
And these five Demon Princes thrive on man's hidden vices. Vapula, Prince of Technology, teaches disdain for nature and reverence for artifice. Valefor, Prince of Theft, urges men to take everything and give nothing. Mammon, Prince of Greed, supplants contentedness with covetousness. Fleurity, Prince of Drugs, supplies the most-reviled -- and most-desired -- substances on Earth. And Alaemon, Prince of Secrets, buries the truth and rejoices in lies . . .
Superiors 4: Rogues to Riches includes:
147-page PDF.
Stock #30-3323,
$9.00.
Buy Now!
In Nomine: Angelic Player's Guide
Evil, beware! The Heavenly Host is here, terrifying and beautiful, and ready to play.
The Angelic Player's Guide contains everything you ever wanted to know about angels -- their history, their laws, the Choirs they belong to and the Superiors they serve . . . even the dark paths that can lead them to a Fall from Grace. In addition to expanded angel descriptions, it provides the players with four new campaign concepts and several ways to run them. Also included are special rules for playing Outcasts and relievers, and a chapter on angelic reproduction. The Angelic Player's Guide even has a step-by-step "Angel Creation Guide" for quickly and easily generating unique angel characters. The Angelic Player's Guide is a companion to the In Nomine roleplaying game.
Watch your step and don't Fall.
131-page PDF.
Stock #30-3307,
$9.00.
Buy Now!
"Look in thy glass, and tell the face thou viewest
Now is the time that face should form another . . ."
-- Shakespeare
Ancient angels, new-fledged demons. Soldiers of Heaven and humans sworn to Hell. Reborn Saints and undead mummies. Ethereal spirits who side with darkness, light, or their own shades of gray . . .
Within the Liber Servitorum, Game Masters and players alike will find more than 100 characters -- enemies, allies, or plotters in their own right -- ready to set their feet upon the stage as point-balanced player characters or experienced NPCs. Servitors from each Choir, Band, and Superior are represented here, as well as denizens of the Marches and mortals struggling on the battlefield between Heaven and Hell.
Also included are tips for making, maintaining, and destroying Roles, and guidelines for the creation and running of servants -- human or otherwise.
So join the crowd inside these pages and get ready to rumble . . .
131-page PDF
Stock #30-3314,
$9.00.
Buy Now!
Enchanted swords . . . marvelous rings . . . animated armor . . . wands and staffs of devastating power. Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, from exotic trinkets to mighty artifacts. Categories include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items and curses, tricks, and traps.
GURPS Magic Items 1 also describes the eldritch shops that sell these wonders, and more:
(This is an e23 reprint of a GURPS Third Edition product.)
131-page PDF.
Stock #30-6038,
$9.00.
Buy Now!
Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution -- and Protective Eye Wear, if available.
It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men’s souls.
It is an Age of Invention; even the Laws of Nature must fall before the power of Progress! Sinister villains plot to use their newfound inventions against society, nature, and even God Himself!
It is an Age of Steam; the most brilliant minds of the age experiment with novel, wondrous ideas -- but is mankind ready for such power?
GURPS Screampunk presents a toolkit for incorporating Victorian steampunk into games of gothic horror:
The ominous shadows of the past loom over the present. The forces of reason man the last barricade against superstition, medieval barbarism, and ancient nightmares. Will you stand against the darkness?
(This is an e23 reprint of a GURPS Third Edition product.)
35-page PDF.
Stock #30-6538,
$4.00.
Buy Now!
GURPS Traveller Classic: Rim of Fire
The Solomani Rim stands at the center of Human and Imperial history. It is home to the Solomani Confederation, an aggressive empire of Human supremacists eager to back their beliefs with force. Adventurers entering the Solomani Rim will discover some of the Imperium's oldest and most developed worlds -- and some of its greatest dangers.
Rim of Fire describes more than 400 worlds and star systems . . . Imperial, Solomani, Vegan, and rebellious. It also describes:
The Solomani Rim contains more history, honor, and horrors than any other part of Charted Space. Explore it today!
(This is an e23 reprint of a GURPS Third Edition product.)
147-page PDF.
Stock #30-6615,
$9.99.
Cars, trucks, buses, cycles, police cruisers, wrecks, tire spikes, dropped mines, smoke, paint, oil slicks, debris, pedestrians, and record counters -- it's the extra counters you need to "decorate" the roads of your Car Wars game! Populate or trash your streets with the counter sheets from Car Wars, Crash City, and Truck Stop, all in one set.
Plus, you get a Turning Key that makes even complicated Car Wars maneuvers easy. Print one for every player!
5-page PDF
Stock #30-7106,
$2.00.
Buy Now!
Uncle Albert™ gives you the weapons, gadgets, and accessories you need for your Car Wars battles!
Since 2027, Uncle Albert's™ Auto Stop and Gunnery Shop has given autoduellists everywhere the state-of-the-art weaponry, defenses, and accessories they've come to depend on for success in the arena and survival on the road. Now Uncle Albert proudly presents his newest, largest, most up-to-date catalog of items for the discriminating duellist! Here, grouped into four easy-to-find categories – Offense, Defense, Accessories, and Personal Items – are the ram plates, radios, radar, flamethrowers, fireproof armor, targeting scopes, tank guns, and other old favorites that have achieved international popularity. And wait till you see our new research breakthroughs, scattered throughout the catalog! They're all fully tested -- and guaranteed!
Important Note: Uncle Albert wishes every civic-minded duellist to observe local weapon and duelling laws when purchasing and using any of this equipment. Uncle Albert cannot take responsibility for unlawful use of this merchandise.
43-page PDF.
Stock #30-7116,
$5.00.
Buy Now!
Vehicle manufacturers from across the world meet at the National Fair of Texas to exhibit their latest designs at the Combat Showcase! Thousands of autoduelling fans saw the cutting edge of automotive technology in person at the National Fair, but folks who couldn't make the trip were out of luck -- until now.
This commemorative book captures the glamour, excitement, and most important, the vehicle designs of the 2037 Combat Showcase. See --
60-page PDF
Stock #30-7126,
$5.00.
Buy Now!
"So the people shouted and the trumpets were blown. As soon as the people heard the sound of the trumpet, the people raised a great shout, and the wall fell down flat . . ."
-- Joshua 6:20
. . . But you don't want that to happen to your strongholds in the War between Heaven and Hell. In the Liber Castellorum (Book of Tethers), discover how Tethers -- the celestial outposts on Earth -- form, grow, and die. Learn how to protect your Tethers from attack, and how to undermine the fortresses of your enemies. From the halls of Notre Dame to the House of the Morning Star, Tethers are everywhere.
The Liber Castellorum contains Tethers for all the major Superiors, worldwide, including examples that can fit into any campaign. It also includes guidelines for creating Tethers, staffing them, protecting them, handling them in play . . . and destroying them. If your celestials dream of becoming Seneschals, or just need to work off some dissonance, the Liber Castellorum will provide inspiration, plots, and settings.
131-page PDF.
Stock #30-3313,
$9.00.
Buy Now!
Do you always confuse a British pirate with a British spy? Do you remember that one of the Star Munchkin Races lets you kick open a door twice, but you can never remember which one? Or are you thinking about picking up a new Munchkin expansion, and you want to know what Classes and Races it contains?
Munchkin Thingies has your answer. It lists every Class, Race, Loyalty, Accent, Birthright, Faction, and Mojo from every Steve Jackson Games Munchkin set (through Munchkin Tails) in one handy, free resource. Download it today and never forget what the Monster Whacker does again!
24-page PDF.
Stock #37-2016,
$FREE.
Buy Now!
