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Shipped May 15, 2006

GURPS Classic: Fantasy II

A World of Chaos

In the center of the world is a land hammered by the weather, tortured by insane gods, plagued by grotesque monsters and haunted by magic. Only the bravest survive in the Mad Lands.

Yet they do survive . . . hearty hunters, fishermen and warriors with the courage to face a world in constant turmoil. Clever and self-reliant, they refuse to yield to the land's ever-present threats -- chaotic gods, brutal monsters and immortal sorcerers.

This book has everything that the GURPS GM needs to run a campaign in the dark-fantasy world of the Mad Lands, including . . .

  • A full-color, fold-out map of the Mad Lands and surrounding areas.
  • Descriptions of neighboring lands, including the bizarre Savarginia, the hostile Togeth and the mysterious Whiteness.
  • A campaign where party members have known each other from birth. Roleplaying and personality development are important. Improve your status through brave deeds, but don't think of back-stabbing . . . your comrades are all that stand between you and the pits of hell.
  • Gods! The chaotic deities who warp the very land and change all they touch. No one worships these mad powers. No one sane, that is . . .
  • Monsters! The vicious Skinless, the berzerk Headless, the sinister Heightless and many more - once human, they now prey on humanity.
  • The Soulless - a race of immortal sorcerers so bored with their endless lives that they will pursue any eccentric activity. And humans make such amusing playthings . . .
  • Rules for incorporating the fickle force of magic into the campaign. In the Mad Lands, magic is unpredictable . . . a thing to be feared.

Here is a land of danger and death, monsters and magic. Adventures here aren't loot-and-pillage - they're battles for mankind's very survival in a world of chaos. Pit your raw courage against foes beyond imagination. Visit the Mad Lands if you dare . . .

(Note that this is an e23 reprint of a GURPS Third Edition product.)

134-page PDF. Stock #30-6063, $9.00.
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Shipped May 15, 2006

GURPS Traveller Interstellar Wars

The transition between the First Imperium, governed by the Vilani, and the Rule of Man, led by the Terran Confederation, has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time in any game system, Traveller players can explore the depths of this rich setting.

GURPS Traveller: Interstellar Wars covers the 200 years of war, peace, and overwhelming change as the ancient Vilani Imperium falls to the upstart Terrans. In this time of conflict, the opportunities for adventure are more exciting than ever before! Forge new trade routes within the Imperium itself. Defend the homeworld from invaders during the Siege of Terra. Make first contact with alien races. Help guide the Terran Confederation in its expansion from a single planet to a sector-spanning empire.

GURPS Traveller: Interstellar Wars is an official GURPS Fourth Edition sourcebook for the Traveller universe. It includes a detailed timeline, along with rules for tailoring characters to the last days of the First Imperium, starship design, interstellar trade, exploration, and ship-to-ship combat.

244-page PDF. Stock #31-2401, $24.99.

Shipped May 15, 2006

GURPS Space: Planetary Record Worksheet

Every space campaign needs worlds - maybe hundreds of them! Sometimes a GM has something very specific in mind, and sometimes he's willing to let the dice decide. But whichever way you go (or even if you mix the two), GURPS Space's chapters on Basic and Advanced Worldbuilding (on pp. 62-133) take you through the process step by step.

Now e23 makes the job even easier with GURPS Space: Planetary Record and Worksheet, another free game aid! There are worksheets for every step of the worldbuilding process, and a ready-to-go Planetary Record Sheet at the end, waiting for the important data for your next space warlord's home planet, mysterious spawning ground of the enigmatic alien race, or maybe the perfect site for the newest colony. You can do it all with GURPS Space: Planetary Record and Worksheet. And did we mention it's free?

15-page PDF. Stock #37-0204, $FREE.
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Shipped May 1, 2006

GURPS Classic: Camelot

Knights and Wizards!

They were the best knights in the world. They were advised by the most powerful wizard of all . . . Merlin himself! And their leader was King Arthur, bearer of Excalibur.

The story of Camelot is the story of chivalry itself. All the knightly traditions of fantasy . . . monster-slaying, maiden-rescuing, jousts, adventures in disguise . . . came from the tales of King Arthur, as told by a thousand years of bards. Now Camelot comes alive for the roleplayer.

GURPS Camelot includes backgrounds for three versions of the legend.

  • The Traditional Arthur of folklore,
  • The modern Cinematic Arthur of swashbuckling adventures, and
  • The Historical Arthur, the ancient British ruler who fought against Saxon invaders.

132-page PDF. Stock #30-6041, $9.00.
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Shipped May 1, 2006

GURPS Classic: Bunnies and Burrows

GURPS Bunnies & Burrows is a new edition of the classic game originally published in 1976. Completely revised, expanded and converted to GURPS, it presents a world in which player characters are rabbits. . . faced with a land full of monstrous, hungry foes, with humans worst of all!

GURPS B & B is a game of wits, rich in roleplaying possibilities. A rabbit can't bully his way through the world - not usually, anyway! Characters in this game must be clever to survive.

132-page PDF. Stock #30-6060, $9.00.
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Shipped May 1, 2006

GURPS Classic: Horror – Chaos in Kansas

Beware of the Dire Dreamer ...

Tom Heskith, the son of a rich Kansas oilman, has disappeared! Was he kidnapped? Did he run away? Or perhaps something a bit more sinister is going on . . .

Chaos in Kansas is an adventure source book for GURPS Horror and GURPS Cliffhangers. In The Dire Dreamer the characters will be swept up into a web of mystery and terror as they seek to find the missing person . . . without losing their lives or their sanity in the process.

Then it's on to The Cement Works, where the workers are ready to go on strike, the equipment is taking on a life of its own, and things are not always as they seem . . .

Liberty, Kansas, is the backdrop for the adventure. This sleepy little town (population: 9,832) is the typical Kansas city of the 1930s . . . or is it? Strange disappearances and mysterious noises are becoming disturbingly frequent. Over 45 locations in the town are detailed, including restaurants, speakeasies, hotels and many other locations. NPCs such as Sheriff Don Barr and the moonshining Compton boys are provided to flesh out both the adventure and an ongoing campaign. Minor NPCs are detailed in the locations in which they are encountered.

Chaos in Kansas provides the gamemaster with everything needed for a Cliffhangers campaign, including a map of Liberty and surrounding environs, hints on how to leave the players hanging from adventure to adventure, and ideas for using Liberty in future adventures.

36-page PDF. Stock #30-6110, $4.00.
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New!  * Coming July  * Coming August  * Coming September  * Coming October  * Coming November  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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