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Shipped August 20, 2007

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:

  • More monsters! Hog-Sothoth, the Sheep Ones, Shoggoats – even Cowthulhu itself!
  • More whackers! Squish unnatural creatures with the Rolling Pin, chop them down with the Scythe, or clean them up with the Super Duper Pooper Scooper.
  • A new card type – Madness! These are played like Curses, but every Madness has its advantages as well!

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.

GURPS Supers

Men Like Gods

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:

  • A history and analysis of the supers genre, its precursors and variations
  • A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships
  • More than 20 new wildcard skills
  • 22 templates for super characters, each customizable to higher or lower power levels
  • Rules for creating equipment, vehicles, bases, automata, and magical spells
  • A guide to creating and running supers adventures
  • Continuity creation guidelines and tools, so your supers universe can have the same depth as published worlds
  • New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills and newly defined perks, quirks, enhancements, limitations, and techniques
  • Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action

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.

Shipped August 6, 2007

GURPS Martial Arts

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.


W 2 3 

Shipped August 20, 2007

GURPS Classic: Old West

How the West Was Won

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:

  • All the classic character types: the Cowhand, the Dude, the Gunslinger, the Doc, the Gambler, the Outlaw, and the Lawman . . . even the town drunk.
  • Descriptions of authentic Western weaponry.
  • Maps showing the Westward expansion, trails, rail lines, and more - and a detailed timeline of significant events.
  • Descriptions of Indian tribes . . . and new rules and rituals for Indian magic!
  • Legends of the Old West . . . to come alive in your campaign.
  • The battles that shook the West, from the Indian uprisings to the Civil War.

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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Shipped August 20, 2007

GURPS Classic: Cyberworld

Life is Cheap on the Edge

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:

  • The World. A 50-year history of the United States and the rest of the world from 1993 to 2043.
  • Culture on the Edge. Musicians and their cyberaxes . . . and bloodsport gladiators, decked out with lethal body-mods.
  • Crime and Punishment. Including the vicious Mafia, more powerful than ever, the brutal Chinese Triads, and the 'Traffs, cold-hearted drugrunners from South America.
  • Technology. Cyberwear, guns, grenades, lasers and gyrocs, plus other equipment. Everything a street-op needs to stay one step ahead of the Nerks.
  • The Net. From personal computers to supermainframes to the experimental cyberdecks, this chapter has it all. Plus new attack and defense programs for bold netrunners.

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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Shipped August 6, 2007

GURPS Classic: Steampunk

An Age of Discovery

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:

  • Rules for steam age technologies, including power plants, vehicles and analytical engines.
  • "Weird sciences" from etheric physics to psychical research, translated into GURPS rules.
  • A guide to 19th-century history and geography, politics, and customs.
  • The evolution of weapons and warfare in the real 19th century and in alternate TL5+ settings.
  • New advantages, disadvantages, and skills, including TL5+ versions of scientific skills.
  • New character templates to get your players started: the clergyman, the demimondaine, the detective, the inventor, the navy officer, the sportsman, and many others.
  • Campaign seeds for several alternate steampunk worlds.

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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Shipped August 6, 2007

GURPS Classic: Cyberpunk Adventures

Flesh, Chrome, and Circuitry

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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Shipped August 6, 2007

GURPS Classic: Supers – Mixed Doubles

Tennis Anyone?

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

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