Munchkin Cthulhu 2 – Call of Cowthulhu
Aw, shucks! Y'all loved Munchkin Cthulhu so much, we jes' had ta bring ya more of that down-home Munchkin craziness!
Munchkin Cthulhu 2 -- Call of Cowthulhu puts the Great Old Ones out to pasture, Munchkin-style! In this 56-card supplement you'll find:
And more of everything else. Watch out for Old Man Nodens with his faithful Doggoth, resting on the porch. Defeat the Arkhamster with your Prize-Winning Preserves. And fear . . . Bovine Intervention!
Call of Cowthulhu. Country life will never be the same.
56 cards in a tuckbox.
Stock #1453,
ISBN 978-1-55634-768-9.
$9.95.
The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games appeared, supers quickly became one of their most popular genres - and one of the most challenging to do right.
GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:
GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.
151 pages. Softcover.
Stock #01-7998,
ISBN 978-1-55634-771-9.
$24.95.
Inscrutable masters from hidden temples. Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers.
GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. This book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood . . . popular Asian bare-handed techniques, European combat arts, fantastic non-human training. Recreate the greatest fighters in the world, or create a style to fit a new campaign. Martial Arts has the techniques and guidelines you need.
Not all combat options map to techniques and styles, however. Many require extensions to the combat system itself, so Martial Arts expands on the combat and injury rules from GURPS Basic Set. Some of these additions are highly realistic, while others are extremely cinematic – but they’re all optional, allowing the GM to decide which rules apply. Customizing the GURPS combat system has never been easier.
256 pages. Hardcover.
Stock #01-0105,
ISBN 978-1-55634-762-7.
$37.95.
The American frontier was a legend, even while it was happening. Gunfighters, Indians, cowboys, miners, and mountain men, the Pony Express, the Texas Rangers and the outlaws they fought, the "rust-eaters" who pushed the rails west, the settlers battling fires, floods, stampedes, and sickness . . . their adventures made the nation what it is today!
GURPS Old West has:
Suggestions for designing campaigns and one-off adventures, from historic to cinematic to "The Weird, Weird West" with ghosts, shapeshifters, and steampunk science!
Come West if you've got the guts for it. The weak die on the trail, and the cowards never leave home. Let's see what you're made of, pardner!
130-page PDF.
Stock #30-6044,
$9.00.
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So, paryeni, you think you got what it takes to live on the Edge. Lots of livewires think so. Most of them wind up rotting in the body banks. We'll see . . . we'll see.
GURPS Cyberworld is your guide to the world of the One-and-Twenty, where the United States is under the totalitarian hold of the Provisional Government, the cities are floundering in their own decay and technology races forward faster and faster.
This book has everything players and GMs need to explore a dangerous and brutal world. If you're quick enough, you can outwit the black-clad Nerks, get enough cred and connections to fix yourself up with some street cyberwear, and maybe even jack into the global network and poke around for some easy loot. But if the korp console jockeys catch you in their part of the matrix, you'll be dodging zeromen for the rest of your short life.
Inside you'll find:
This book also includes maps, tables and lots of new adventure ideas for GURPS Cyberpunk roleplaying.
So come on, dyadooska, get with it. Don't be the only one in the world who hasn't arrived in the One-and-Twenty.
130-page PDF.
Stock #30-6051,
$9.00.
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The 19th century's heroes were adventurers, pioneers, and scientists, from explorers in the African jungles to inventors in basement workshops. They transformed the world. Enter an age of high adventure - the Age of Steam.
GURPS Steampunk offers you everything you need to build a Steam Age character or campaign:
If you love the science fiction of Verne or Wells; if you want a campaign filled with airships, analytical engines, etheric cannon, and other wonders; if you want to dam the straits of Gibraltar, journel to Percival Lowell's Mars, or struggle to free the future from Morlock tyranny . . . then GURPS Steampunk is the book you've been waiting for.
2000 Origins Award Winner
Best Roleplaying Supplement
147-page PDF.
Stock #30-6098,
$9.00.
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GURPS Classic: Cyberpunk Adventures
The gritty world of GURPS Cyberpunk is filled with danger, violence and exotic beauty. This book presents three adventures that capture the dark essence of life in the streets of the all-too-near future. Each adventure offers challenging puzzles, mysterious encounters and heart-stopping action.
The Medusa Sanction sends a group of agents on a far-flung chase across the country, searching for a canister of deadly nanomechs. Can the PCs locate the group of renegade androids called Chimera before they release their mechanical plague over a helpless city?
Jericho Blackout is a high-powered adventure set in Scrambletown, one part of the divided community of Jericho City. A group of wealthy isolationists in the walled-off ConFed has hired mercenaries to destroy Scrambletown's power station. The PCs are the working-class town's only hope.
Jigsaw Incomplete sends the party on a fast-paced trek through the menacing streets to recover two weeks missing from a PC's memory. When a heavily chromed hit-man and Yakuza assassins enter the scene, the agent might find that he doesn't want to remember.
Also included are three net maps that can be integrated into any GURPS Cyberpunk campaign, and an appendix with descriptions of system types and net icons, for easy reference.
Do you think you have what it takes to prowl the urban jungle, face down cyborgs, androids and razor-wielding street scum, or hack into government systems, crawling with Black Ice?
Open this book and find out . . .
GURPS Cyberpunk Adventures won the Origins Award for Best Roleplaying Adventure of 1992!
130-page PDF.
Stock #30-6121,
$9.00.
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GURPS Classic: Supers – Mixed Doubles
What sort of metahumans inhabit a super-powered campaign? Evil wizards? Psychos with super-guns? Acrobatic daredevils? Supers for hire? Energy-charged gang members? Behind-the-scenes schemers? Fondly-remembered World War II heroes and hated wartime villains? Heroes who flaunt the law and villains with consciences? All these and more are in GURPS Mixed Doubles.
Here are complete character descriptions for 46 new supers: heroes, villains and a few in-betweens. The descriptions include powers, skills, quirks and background, including history, personality and battle tactics. The characters range in power from 200 to 775 and include detailed power variations from 100 to 1,000 points.
You don't have to rewrite your campaign to include the characters from Mixed Doubles, nor are these characters designed to be used only once and then ignored for the rest of the campaign. These are linked pairs - hero-hero, hero-villain, villain-villain - with care taken to make each member of a pair interesting enough to use individually, and each pair complex enough to provide more than one encounter's worth of use. Every description includes methods of working the characters into an ongoing campaign, with emphasis on both super-careers and secret identities.
Mixed Doubles requires only the GURPS Basic Set, Third Edition, and GURPS Supers to use, but you'll also find suggestions here for using these characters with other GURPS Supers supplements including GURPS I.S.T.,
131-page PDF.
Stock #30-6410,
$9.00.
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