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New!  * Coming April  * Coming June  * Coming July  * Coming August  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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Shipped May 18, 2015

Munchkin Adventure Time 2 – It's a Dungeon Crawl!

Your quest for victory in the Land of Ooo just turned into a dungeon crawl complete with new monsters, treasures, curses, and special portals. Munchkin Adventure Time 2 -- It's a Dungeon Crawl! adds 90 cards and 12 special oversized Dungeon cards to the original Munchkin Adventure Time.

*Munchkin Adventure Time 2 -- It's a Dungeon Crawl! is not a stand-alone game. Munchkin Adventure Time is required to play.

90 cards and 12 oversized dungeon cards in a tuckbox. Stock #MU085-412-001, ISBN 700304046673. $19.95.


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Shipped May 21, 2015

Pyramid #3/79: Space Atlas

Getting Out of Your System!

If you've got a spaceship, you likely want to leave our solar system and travel to new worlds. This month's Pyramid -- the PDF magazine for roleplayers -- can help by providing new planets to explore and ways to get there! This passport to the unknown includes:

  • "Ostara," a colony of outcast Earth troublemakers who have turned into something else, thanks to a psionic-inducing plague. Presented by David L. Pulver (co-author of GURPS Bio-Tech), this setting features the planet's history, situation, and GURPS stats for its oft-dangerous native life.
  • "The Vanishing Sun," detailing an entire solar system that somehow ensnares ships. Christopher R. Rice describes this enigma's backstory, its system features, a new GURPS template for the curious Quicksilver-Born, plus adventure and crossover ideas for bringing this challenge into your campaign.
  • "The SkipTime Hub of the OceanWe," a new systemless alien culture that's willing to bestow slivers of their precognitive abilities for a bit of culture.
  • "Halfway to Anywhere," an in-depth look at calculating the delta-V required to traverse between worlds. Use its formulas (or the included spreadsheet) to maneuver from planet to planet in the best hard-science tradition. Rely on Hohmann transfers, gravity slingshots, and other maneuvers or techniques to make the most efficient use of your limited resources. And its calculations are all fully compatible with GURPS Space and the GURPS Spaceships series!
  • "Homeward Unbound," an intriguing new way for a person to travel across the galaxy almost instantaneously . . . even if the trip back is more challenging.

This month's Pyramid also delivers a Random Thought Table that looks at building interplanetary mysteries, plus an Odds and Ends with more goodness we couldn't fit elsewhere in the issue. With this issue of Pyramid, the gate to the heavens is open!

39-page PDF. Stock #37-2679, $9.00.
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Shipped May 11, 2015

Chez Geek: Slack to the Future T-Shirt

Do you like to slack off? Do you like to wear shirts while you slack off? Wear this shirt! It displays very unambiguously what you are doing, while also being a nod to everyone's favorite game about slacking off, Chez Geek!

One Chez Geek t-shirt. Stock #9183, ISBN N/A. $19.95.

Shipped May 7, 2015

GURPS Monster Hunters 5: Applied Xenology

Not All Threats Are Born From Nightmares

Until now, GURPS Monster Hunters has focused on the paranormal: Champions, often empowered by magical and mystical abilities, face supernatural monsters from myth and legend. GURPS Monster Hunters 5: Applied Xenology is here to prove that horror meshes with science, too!

Applied Xenology offers choices for your Monster Hunters campaign. Are the heroes masters of tech, the supernatural, or both? If magic exists, does it rely on willpower and Hermetic knowledge, or on properly programmed computers? Do the monsters the hunters face hail from our world, the third level of Hell, another planet, or all of the above? Applied Xenology will help you find answers:

  • "Scientific" character revisions. Every supernatural-themed template from GURPS Monster Hunters 1: Champions and GURPS Monster Hunters 4: Sidekicks is discussed in depth and (where possible) revised to fit a focus on the scientific rather than the paranormal. What happens to the sage if magic doesn't exist? Does Mysticism have a place in a world without demons and undead? How do warriors stay relevant in the face of TL9+ weaponry? Find answers to these and many other questions.
  • Technomagic. This revamp adds a "sheen of science" to Ritual Path magic -- but it's more than just a reskin! Technomages need computer hardware and software to operate at full power, creating spells as programmed "scripts" they can run immediately, save, or even email to a friend. And it all works whether you're using Champions or the detailed system in GURPS Thaumatology: Ritual Path Magic.
  • Aliens. Terrifying extraterrestrial threats have always had a special place in modern horror, and now your hunters can protect the Earth from them. From classic conspiracy fodder such as Greys, Nordics, and Reptoids to straight-up monsters like Devourers and Insectoids, there's an alien race to fit any plot the GM cooks up (and suggested "close encounters" to provide inspiration).
  • And more! Face invisible danger in the form of insidious plagues. Convert supernatural monsters to a more "scientific" form. Play aliens as inhuman PCs. And load up on -- or invent -- new gear.

Applied Xenology provides more options -- for your champions, settings, and bad guys -- so that you can run the game you want. We've given you the tools . . . now go save the world!

51-page PDF. Stock #37-0328, $11.00.
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New!  * Coming April  * Coming June  * Coming July  * Coming August  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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