Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.
Psionics is the ultimate sourcebook for psi powers. It includes a complete world background -- and the GM can use it as a resource for campaigns in any background.
In Psionics you'll find:
(This is an e23 reprint of a GURPS Third Edition product.)
Already converted to Fourth Edition? GURPS Powers covers all the mechanics from this book, though it doesn't include the setting information.
It's a Munchkin Christmas tradition: a holiday-themed booster! Use the Candy Cane and Tannenbomb to fight off the Snow Angels and Holiday Spirits! Spike the Egg Nog to Go Up a Level! Be Naughty or Nice . . . or both at once!
Finseal pack containing 15 cards.
Magic lurks in shadows, and many who practice the impossible do so discreetly. This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to secret magic and those who maintain the supernatural subterfuge. Our ghostly grimoire includes:
The issue is rounded out with a Random Thought Table that discusses ways of making divination truly useful, William H. Stoddard's concise revelation of a secret path to power that students of the GURPS Locations: Worminghall could discover, plus a Murphy's Rule that's pretty heavy. The secret's safe with this month's magical Pyramid!
If you make it, you'll earn a quick $100,000.
If you fail, a city dies.
Convoy is a Car Wars adventure for 1 to 6 players. Or the programmed adventure designed for solo play allows you to go it alone . . . if you feel brave enough.
Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!
Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.
One large Metäl custom die, 18 glass marbles, baggie, and rules.
Our newest Munchkin license is Munchkin Penny Arcade, based on Jerry Holkins' and Mike Krahulik's webcomic, Penny Arcade. Now the fun and the blowtorch come to the game table! With Mike Krahulik's "Gabe and Tycho" images, and card text by Steve Jackson, Munchkin Penny Arcade will make your Munchkin game just a little more surreal.
Finseal pack containing 15 cards.
This is for everyone who ever wanted a really big flaming sword . . .
It's a different take on In Nomine -- but it works. This book shows you how perfectly the War between Heaven and Hell fits the "anime" style of art and fiction. Just shout "Gabriel's Flame of Vengeance!" and fry those evildoers . . . or serve the Demon Prince of Technology by building a giant mecha and piloting it against Heaven!
In Nomine Anime includes:
So rise slowly into the air . . . assume your celestial form as your mortal garments vanish and the music climaxes . . . and SMITE the foe!
Colors far too awesome for a rainbow . . . try our Bubblegum Pink, Ninja Black, Glow in the Dark, Frosted, and Invisible Munchkins and Munchkin Babes, all in one package!
These pawns were previously only available in our Gen Con capsule machine, but now you can get the complete set without using up all your laundry money. And of course, they have a rule!
Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a Munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number. Eight is even better!
8 pawns in a poly bag.
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.