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Shipped June 26, 2008

GURPS Infinite Worlds: Collegio Januari

GURPS Infinite Worlds describes Infinity Unlimited, a mega-corporation that uses high technology to cross between parallel worlds.

But what if the world-jumpers were not technicians, but wizards? What if Janus himself, the god of doorways, shared the spells and rituals needed to break through the quantum walls? The answer: Collegio Januari. It's a powerful guild of wizards, piercing the veil between their world and others, searching for knowledge, wealth . . . and mana.

Written by Kenneth Hite, this campaign setting brings world-hopping to the traditional fantasy genre. It can be dropped into either a GURPS Infinite Worlds or GURPS Fantasy campaign, and can be easily adapted to any low-tech game featuring wizards and knights.

13-page PDF. Stock #37-0606, $6.00.
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Shipped June 19, 2008

GURPS High-Tech: Pulp Guns, Volume 1

During the iconic years of the pulp era -- the Roaring Twenties and the Thrilling Thirties -- action stories featured hard-boiled detectives and beautiful dames, investigators of the supernatural, masked vigilantes, and cliffhanging adventurers. No matter their opponent, setting, or genre, they all carried heaters, rods, or gats.

High-Tech: Pulp Guns, Volume 1 catalogs the handguns, shotguns, and submachine guns common to the two-fisted heroes and fiendish villains of the day. Outfit gangsters and G-men, big-game hunters and brutal henchmen with pistols, shotguns, and even the infamous "Tommy Gun." Arm your adventurers for Cliffhangers campaigns, Horror games, or even Prohibition-era Supers and Mysteries!

35-page PDF. Stock #37-1631, $9.00.
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Shipped June 12, 2008

GURPS Classic: Black Ops

The Greys. Vampires. Evil Psis. Better Bring a Spare Clip.

Wrestle enraged gargoyles on rain-slick ledges high over dark city streets! Endure the raw psychic fury of the dreaded soul dog! Above all, watch out for the insidious Greys, as they kidnap human women and steer the destiny of entire nations!

Our only defense against these terrifying foes is the Company, which takes conspiracy from theory to practice. As one of its recruits, you'll endure five years at the hellish Academy, where only the best of the best graduate and failing grades become tombstone inscriptions. Upon becoming a black op, you'll possess attributes and deadly expertise to make mere normals tremble.

And you'll need them -- because it's all true. Ancient alien visitors and recent arrivals, things slithering in sewers and alleys by night, dark plots by paranormal cabals to bend humanity to their will -- all these dangers and more lurk in society's shadow.

Experience GURPS as never before in Black Ops, an adventure setting that takes cinematic roleplaying to the edge and over the top!

131-page PDF. Stock #30-6081, $11.00.
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Shipped June 5, 2008

GURPS Classic: Places of Mystery

Lost Worlds. Hidden Cities. Holy Ground.

Have you ever wanted to visit Stonehenge? With GURPS Places of Mystery, you can. Or uncover the mystery of the lost city of Atlantis. Travel back in time to ancient Babylon. Journey to Shangri-la and explore the Dreamtime beneath Ayers Rock. Endless adventure awaits within these pages:

  • Complete chapters on Atlantis, the Stone Circles of Europe, the Pyramids, and Desert Cities.
  • Dozens of shorter descriptions. Chapters cover Asia and the Middle East (including the Forbidden City, the Taj Mahal, and Babylon); Africa and Europe (with the Zimbabwe ruins, Istanbul, and Camelot); and Australasia, Oceania, and the Americas (with Easter Island, the Plains of Nazca, and the Anasazi enigma).
  • An outline for the "Secret History" campaign, allowing PCs to wield subtle magic or lost technology in the real world, past or present.
  • Rules for "Places of Power" -- letting you create wizards who are deadly on their home grounds, or mystic sites that give incredible power to all magicians.

Plus: ley lines, the Loch Ness monster, cities underground and beneath the sea, King Solomon's Mines, ghosts and haunted places, geomancy, space gods, ancient navigators, and the Seven Wonders of the World.

The world is stranger than you think.
It's time to go see the sights.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page book. Stock #30-6520, $11.00.
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Shipped June 5, 2008

Ogre Miniatures Lite

Ogre Miniatures . . . In Just Two Pages!

This is the ultimate quick reference sheet for experienced Ogre players, or an excellent learning tool for new players! Ogre Miniatures Lite includes the most commonly referenced rules, the Combat Results Table, a handy visual reference guide, tactical advice, and a ruler marked for the unit ranges. And it's a freebie!

3-page PDF. Stock #37-5001, $FREE.
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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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