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Shipped April 25, 2013

GURPS Classic: Monsters

All Things Vile and Murderous . . .

They chase you, baying, through woods far from home. They lurk in the shadows to grab the unwary. They possess your friends and change them subtly. They smash through your bedroom wall and are on you before you can even scream. But you scream anyway.

Some creatures are tragically misunderstood -- fearsome in appearance, but basically harmless, or even good.

But the ones in this book are just . . . monsters.

GURPS Monsters contains 48 of the meanest, vilest people, animals, and things to infest this (or any other) universe. With detailed biographies, motivations, and suggestions for encounters, each creature will make an impressive character or adversary. Meet:

  • Literary and mythic monsters such as Asterius the Minotaur, Dracula, and Medusa.
  • More recent legends such as El Chupacabra, the Jersey Devil, and the Queen of Air and Darkness.
  • Wholly original foes! Pit your parties against Elrond Carver, the Atomic Lich; Pusan Chen, an undead dragon; and Sylvia Sternenkind, a bioengineered pleasure slave turned contract killer!

Plus an entire chapter on playing monsters . . . and the people who hunt them!

Some threats you can fight; others you may flee. With the rest, all you can do is scream, and scream, and scream.

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

131-page PDF. Stock #30-6418, $7.99.
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Shipped April 18, 2013

Pyramid #3/54: Social Engineering

Master the Social Arts!

You don't need to be an expert extrovert to play one in your game! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to all aspects of interpersonal relations, especially as detailed in GURPS Social Engineering. This issue's "talking points" include:

  • "The Civil Arts in GURPS," an optional expansion for Social Engineering by that tome's author, William H. Stoddard. These techniques and styles could be just what your adventurer needs to improve his personal encounters.
  • "The Palais Du Monde," an adventure outline filled with intrigue by Matt Riggsby, author of GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon. Explore the playhouse through detailed descriptions and full-color maps, and get character summaries (with GURPS stats) for all the major players.
  • "Hand of Hermes," an extraordinary charity organization in this month's Eidetic Memory by David L. Pulver (author of GURPS Psi-Tech). Help out monsters and hunters by incorporating this group into your GURPS Monster Hunters, GURPS Illuminati, or other secret-supernatural campaign.
  • "Speaking in Tongues," an assortment of optional rules for making multilingual settings easier (and cheaper for heroes), by GURPS guru Jason "PK" Levine.
  • "City Management," guidelines for founding, improving, and expanding cities that build off the foundation of GURPS City Stats and Social Engineering.

This month's Random Thought Table considers ways to encourage indirect confrontation, while Odds and Ends provides some ideas for when that doesn't happen. Murphy's Rules wraps up the issue with a scream. If you think your heroes will ever talk their way out of (or into) trouble, you need this issue!

37-page PDF. Stock #37-2654, $7.99.
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Shipped April 11, 2013

Principia Discordia

This book is the bible of Discordianism . . . the worship of Eris, the goddess of Chaos. This great "cult classic" first appeared in 1965. This edition adds 20 pages of new material, as revealed by Eris to her faithful worshipers when they probably should have been mowing the lawn or something.

WARNING: This book contains subversive truths, absurd lies, guerrilla philosophy, and several very naughty words. Open mind before reading!

Q: Is Eris true?
A. Everything is true.
Q. Even false things?
A. Even false things are true.
Q. How can that be?
A. I don't know, man. I didn't do it!

Online versions can be found here and here.

(This electronic version is $5.99, but those whom the goddess has touched might see the price appear as $5.23; such individuals should accept her Discordian blessing.)

61-page PDF. Stock #30-3002, $5.23.
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Shipped April 4, 2013

Car Wars Classic

Drive Offensively!

He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.

That would teach him not to tailgate . . .

Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.

Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.

Game components include:

  • 103 full-color game counters and separate Turning Key.
  • 64-page rulebook, plus extra tables and record sheets.
  • 2-sided game map, with autoduel arena and raceway.

This is the original version of the game; it's great as a starter set. Check out Deluxe Car Wars for a fancier presentation of the same game.

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

100-page PDF. Stock #30-1400, $5.99.
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New!  * Coming May  * Coming June  * Coming July  * Coming August  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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