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Shipped March 19, 2007

Munchkin Cthulhu

Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge – Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?

Munchkin Cthulhu is the newest stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four new Classes - including the Cultist - and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.

You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.

Boxed game with 168 cards, rules, and die. Stock #1447, ISBN 978-1-55634-760-3. $24.95.

Shipped March 5, 2007

R E P R I N T S 

Shipped March 5, 2007

GURPS Powers (Reprint)

Save the World . . . or Destroy It!

<> is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!

Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, <> introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. <> also include guidelines for "special effects" and several different ways to vary a power on the fly -- two crucial concepts for comic-book superheroics.

<> is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardback.

If you've got a high-powered campaign – or high-powered players – you want <>!

240-page full-color hardcover. Stock #01-0102, ISBN 978-1-55634-742-9. $34.95.


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Shipped March 19, 2007

GURPS Classic: Fantasy

Beware of the Banestorm

Welcome to the world of Yrth, a wondrous place populated by mysterious monsters and magical races . . . and by people snatched from our Earth by the cataclysmic Banestorm!

Whole villages were transported -- from such diverse locales as medieval England, France, Germany and the Far East. Yrth is a world of cultural conflict, where the Crusades aren't ancient history -- they're current events!

Characters can journey from the windswept plains of the Nomad Lands -- where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla -- to Megalos, the ancient empire where mighty magic and political intrigue go hand in hand. Or go south into the Moslem lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din.

GURPS Fantasy provides the GM with a complete world background -- history, religion, culture, politics, races and a detailed, full-color map -- everything he needs to begin a GURPS campaign.

This is a complete revision and expansion of the material that appeared in the first edition of GURPS Fantasy.

144-page PDF. Stock #30-6034, $9.00.
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Shipped March 19, 2007

GURPS Classic: Creatures of the Night

(This is an e23 reprint of a Third Edition product.)

They're real, and they're all around us. Huge buildings that eavesdrop on unsuspecting guests. Hideous fish whose songs drive villages insane. Obscene voices whispering madness through the Net. Gruesome gardens full of living human organs. Crystalline creatures floating between our atmosphere and the starry depths of outer space. And things that look like vampires -- but aren't . . .

Creatures of the Night details 67 different modern horrors that will fit perfectly into your Illuminati, Warehouse 23, or Black Ops campaign. Your players aren't ready for this . . .

128-page PDF. Stock #30-6066, $9.00.

Shipped March 19, 2007

GURPS Classic: Wizards

(This is an e23 reprint of a Third Edition product.)

Ever wanted to design a wizard but been boggled by the rules or stumped by creative block? GURPS Wizards is the solution: a complete guide to wizard design. Inside you'll find essays on 28 wizard archetypes, accompanied by templates that let you quickly design complete and efficient characters. The role of each wizard is discussed, along with suggestions for integrating it into a campaign and specific advice on attributes, advantages, disadvantages, skills, and spells.

Wizards covers . . .

  • Traditional wizards, such as the apprentice, demon, elementalist, enchanter, healer, illusionist, necromancer, and seer.
  • Magic-using versions of the assassin, bodyguard, inventor, law enforcer, martial artist, spy, statesman, thief, and warrior.
  • Variant wizards, like the alchemist, druid, improvised magic user, knack wizard, priest, rune-mage, and shaman.
  • Wizards who don't use magic at all, including the charlatan, psi, ritual magician, and super mage.

Wizards also includes a template system that walks you through the process of creating guidelines that will help your players make capable and balanced characters. A special section on wizard templates discusses not just spells, but also the special abilities that appear in Cthulhupunk, Mage, Psionics, Religion, Supers, and Voodoo. Other features include "quick" and "instant" alchemy, expanded rules for knacks and Magery, and notes on replacing spells with super powers, psi skills, and ritual magic.

Wizards offers players and GMs alike sound advice on creating viable and original characters. Each template also comes with 4 examples that cover multiple settings, TLs and power levels, giving you 112 complete sample characters from over a dozen genres that are ready to use as PCs or NPCs.

Welcome to the Guild, apprentice . . .

131-page PDF. Stock #30-6411, $9.00.
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Shipped March 19, 2007

GURPS SEALs in Vietnam

The only easy day was yesterday.
-- SEAL motto

They were created during a crucial moment in America's history, chosen from the U.S. Navy's finest divers, and forged into one of the most elite fighting forces in the world. In the sea, on the land, or in the air, the SEALs were created to deal with the most dangerous territory Vietnam could offer.

SEALs in Vietnam is filled with the facts you need to play one of the U.S. Navy's elite warriors during the Vietnam War. It includes a detailed history of the Teams during the era, with new SEAL templates, vehicle lists, and equipment. This book also discusses actual declassified operations, and gives suggestions on creating your own missions, providing a background for heroic action in a high-speed environment.

Although this book focuses on the SEALs' activity in Vietnam, the information on the Teams can be used in a GURPS Horror or Infinite Worlds campaign (including Black Ops and Technomancer) in the same timeframe. This supplement is also compatible with e23's Funny New Guys, a Technomancer adventure set in Vietnam.

SEALs in Vietnam requires only GURPS Basic Set; some readers will find GURPS Special Ops, GURPS High-Tech, and GURPS Martial Arts to be useful.

70-page PDF. Stock #37-0603, $12.00.
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Shipped March 5, 2007

GURPS Classic: Steam-Tech

(This is an e23 reprint of a Third Edition product.)

The Mad Scientists, Illuminated Thinkers, and Inspired Tinkerers of the Steampunk Age have brought their finest, their deadliest – and their strangest – work together in one place. GURPS Steam-Tech has it all, from weapons and armor to analytical engines, automata, vehicles, pharmaceuticals, and even living plant and animal creations!

GURPS Steam-Tech is compiled by William Stoddard, author of the Origins-Award-winning GURPS Steampunk, and is a must for Steampunk and other Victorian-era campaigns.

131-page PDF. Stock #30-6422, $9.00.
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New!  * Coming May  * Coming June  * Coming July  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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